Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Voadam" data-source="post: 7598113" data-attributes="member: 2209"><p><strong>Pathfinder 1e N-Z, Magazines</strong></p><p></p><p>Pathfinder 1e N-Z, Magazines [spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/194977/NeoExodus-Campaign-Setting-PFRPG?affiliate_id=17596" target="_blank">NeoExodus Campaign Setting</a>[spoiler]</p><p><strong>Mercy of Nyssa:</strong> The necromancer Xon had fallen madly in love with the empress of the Caneus Empire. When he learned of her death, he snatched her body in the night and brought her back to Unthara, where he used his darkest, most powerful magic to turn her into a unique undead creature.</p><p><strong>Xon:</strong> Xon was a necromancer in service to the Confederacy during the Twilight War, who bolstered Confederate forces by raising entire legion of undead horrors. But his methods revolted even the brutal Confederates, and in 69 BU the generals turned on him, destroying his army and killing him. After the fight, though, Xon’s undead followers took his body away and raised him as a lich.</p><p><strong>Advanced Undead:</strong> Creating undead with all three chapters from the Black Notebook of Xon.</p><p><strong>Haru Anon:</strong> Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch, as none of them could travel to the afterlife.</p><p></p><p>BLACK NOTEBOOK OF XON</p><p>Aura strong necromancy; CL 15th</p><p>Slot —; Price 5,000 gp (per chapter; a full book costs 15,000 gp)</p><p>DESCRIPTION</p><p>These black notebooks are considered holy to the Xonists. A notebook has three chapters, which give magical and alchemical formulas for creating more powerful undead. Having multiple chapters increases the potency of the created undead. The book benefits any method of creation, be it alchemical, arcane, or divine magic.</p><p>When creating an undead with one chapter, the user doubles the number of undead he can control.</p><p>When creating an undead with two chapters, the user may also add a +2 bonus to one ability score. The undead’s channel resistance increases by the user’s spellcasting ability—or by his Intelligence modifier, if the undead are not created by magic. </p><p>When creating an undead with all three chapters, the resulting creature becomes advanced. The book also provide many tricks and substitutes, reducing the cost of any undead creation spell requiring material components to 20% of its original cost.</p><p>CONSTRUCTION</p><p>Requirements Craft Wondrous Item, Scribe Scroll, creator must be Xon or a Xonist priest[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89634/Northlands-PFRPG?affiliate_id=17596" target="_blank">Northlands</a>[spoiler]</p><p><strong>Hjalmar the Patient Human Vaettir Fighter 8:</strong> ?</p><p><strong>Vaettir:</strong> “Vættir” is an acquired template that can be added to any humanoid or monstrous humanoid creature with 6 or more Hit Dice.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/95099/Oathbound-Bestiary?affiliate_id=17596" target="_blank">Oathbound Bestiary</a>[spoiler]</p><p><strong>Lector:</strong> It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. </p><p><strong>Lector Old:</strong> ?</p><p><strong>Lector Venerable:</strong> ?</p><p><strong>Mirajii Newborn:</strong> Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk. Such a change is permanent and can only be reversed by a wish or miracle followed by a true resurrection.</p><p><strong>Mirajii:</strong> Newly spawned mirajiis retain their living resemblance for about one week, after which they quickly take on their true form.</p><p><strong>Mirajii Blademaster:</strong> ?</p><p><strong>Nightsong Apparition Despondent:</strong> ?</p><p><strong>Nightsong Apparition:</strong> Nightsong apparitions are the tortured spirits of hosshin driven to madness and suicide by the loss of connection with their god on being drawn into the Forge. Their anguish is so profound that their spirits know no rest and continue on in misery, unable to pass on to the next world.</p><p><strong>Nightsong Apparition Wrathful:</strong> ?</p><p><strong>Ruin Zombie:</strong> A ruin zombie is the animated corpse of someone who has died a horrible death in the undercity of Penance—and not a quick or painless death in any case, but one where the victim suffered a ghastly end. This category includes, but is by no means limited to, suffocation, starvation, drowning, torture, immolation, and mutilation. The intense anguish felt by the victim in the final moments of life acts as a catalyst for the extraordinary magic of the maze, transforming the newly-deceased creature to an undead being that rises again to wreak havoc on the living, who they now despise with every fiber of their being.</p><p><strong>Greater Ruin Zombie Wizard:</strong> ?</p><p><strong>Greater Ruin Zombie Bard:</strong> ?</p><p><strong>Skeletal Ravager:</strong> Skeletal ravagers are a powerful form of undead, first created by the Spectral Hand, a necromantic organization originating in The Vault.</p><p>These monstrosities can be built from the skeletal remains of any sentient being (almost all are humanoid due to availability of parts), and are imbued with large quantities of negative energy.</p><p><strong>Skeletal Ravager Maddened:</strong> ?</p><p><strong>Skeletal Ravager Greater:</strong> ?</p><p><strong>Wisp:</strong> Wisps are the souls of lost, abused, or neglected children who seek companionship. Such spirits sometimes remain behind because they want to be loved so badly that they cannot rest until they find affection, and because at their young age, they may not yet believe strongly in a religion so as to encourage their passing on. Such spirits become wisps, merging with the material of their surrounding environment in order to fulfill their last desire.</p><p><strong>Mist Wisp:</strong> ?</p><p><strong>Sand Wisp:</strong> ?</p><p><strong>Water Wisp:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123802/Obsidian-Apocalypse-PFRPG?affiliate_id=17596" target="_blank">Obsidian Apocalypse</a>[spoiler]</p><p><strong>Shambling Zombie:</strong> A new kind of undead rose soon after the meteor strike, when the Nightwall fell.</p><p>Shambling zombie is a template that can be applied to any corporeal fey, humanoid, or monstrous humanoid.</p><p>Any corporeal fey, humanoid, or monstrous humanoid that dies while infected with shambling rot rises as a shambling zombie in 2d6 hours.</p><p><strong>Shambling Zombie Goblin:</strong> ?</p><p><strong>Shambling Zombie Human:</strong> ?</p><p><strong>Shambling Zombie Ogre:</strong> ?</p><p><strong>Shambling Zombie Selkie:</strong> ?</p><p><strong>Shambling Zombie Hill Giant:</strong> ?</p><p><strong>Shambling Zombie Fire Giant:</strong> ?</p><p><strong>Asi Magnor, Human Mummy Cleric 10/Fighter 15:</strong> When the Cataclysm struck and the great meteor fell from the sky, Asi Magnor—who had once rejected the idea of his own undeath—rose from the grave. With him came also the warrior kings interred elsewhere, along with their servants, their soldiers, their wives and concubines, their horses, and everything once living contained in their tombs. The sacred geometry of the necropoli amplified the energy of the meteor, driving the legions of the dead to pour from their tombs under the command of Asi Magnor.</p><p><strong>Calix Sabinus, Human Vampiric Lich Aristocrat 2/Necromancer 20/Eldritch Knight 10:</strong> In time, Sabine revealed the reason for her enthusiastic interest in the dark arts. She was a vampire—and she needed him to find a cure for her condition. He was torn: his studies had twisted his mind and he had become obsessed by undeath and immortality, but here was the woman he loved rejecting the very things he sought. Their argument raged and Sabine nearly killed Calix, but the scholar finally relented. Parting company with the woman, he promised to search for a cure.</p><p>When his love returned to him two years later, Calix swore that he had found how to restore her mortality, and so they renewed their relationship. However, he soon revealed the steely core of treachery and self-interest that would serve him so well in later years. Once he lured her into his laboratory, he rendered her helpless with magics. Taking her blood, Calix turned himself undead—becoming all that he had ever wished to be—before he destroyed her.</p><p>While a cunning and deadly fighter, Calix couldn’t take on Magnor’s armies in a full frontal assault. Realizing this, he turned toward defense to give himself time enough to complete his magical studies. With his forces beaten back almost to his stronghold, Calix reemerged—transformed once again by magic, this time into the first and only vampiric lich.</p><p><strong>Dark Cherub:</strong> Though they look like infant skeletons with bat-like wings, dark cherubs are made from the bones of many creatures and are akin to homunculi.</p><p><strong>Shadow Ripper:</strong> When necromantic energy combines with shadow magic, the results can be horrific—the deadly shadow rippers are a leading example. What started as an experiment in creating an undead assassin turned tragic as the first shadow rippers turned on their creators and escaped into the wild, spreading their affliction far and wide.</p><p>A shadow ripper can be created with create greater undead by a caster of at least 18th level.</p><p></p><p><strong>Undead:</strong> Undead raise due to the necromantic energy in the meteor.</p><p>The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead.</p><p>Abaddon is a world of final destinations, from which even the souls of the dead cannot escape. Those who fall are doomed to rise and join the ever-swelling ranks of the undead.</p><p><strong>Skeleton:</strong> Animation by Touch feat.</p><p><strong>Zombie:</strong> Animation by Touch feat.</p><p><strong>Vampire:</strong> Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days.</p><p></p><p>Animation by Touch [Necromantic]</p><p>You may now animate corpses into skeletons or zombies merely by touching them—such is the power you hold in manipulating negative energy.</p><p>Prerequisites: Ability to cast the animate dead spell, Death Touch.</p><p>Benefit: This necromantic feat works in all respects as the animate dead spell, except that you need only touch a corpse and no material component is needed. Only one undead creature may be animated every time this feat is used, though you may still control multiple creatures. The maximum number of undead created in this way that you may control is equal to 2 HD per caster level, and count toward your limit for animate dead, regardless of other sources.</p><p></p><p>Shambling Rot (Ex): slam; save Fort DC 10 + shambling zombie’s Charisma modifier + 3 per shambling zombie within 5 feet; onset 1d4 hours; frequency 1/day; effect 1d4 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Any corporeal fey, humanoid, or monstrous humanoid that dies while infected rises as a shambling zombie in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/164053/Obsidian-Apocalypse-Sinful--Vile-Feats-PFRGP?affiliate_id=17596" target="_blank">Obsidian Apocalypse: Sinful & Vile Feats</a>[spoiler]</p><p><strong>Mob of Gold-Clad Skeletal Champions:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/173265/Occult-Character-Codex-Mediums?affiliate_id=17596" target="_blank">Occult Character Codex Mediums</a>[spoiler]</p><p><strong>Berbalang Medium 8, Diegga:</strong> ?</p><p><strong>Berbalang Medium 12, Mazza:</strong> ?</p><p><strong>Berbalang Medium 16, Vakka:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/167797/Occult-Character-Codex-Occultists?affiliate_id=17596" target="_blank">Occult Character Codex Occultists</a>[spoiler]</p><p><strong>Advanced Baykok, Soltegu:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/170767/Occult-Rituals-of-the-Necronomicon-Vol-1-Undead?affiliate_id=17596" target="_blank">Occult Rituals of the Necromicon: Vol. 1 Undead</a>[spoiler]</p><p><strong>Mummy Lord:</strong> Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot.</p><p>“Mummy lord” is an acquired template that can be added to any living corporeal creature that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils, and other mummification materials.</p><p><em>Sand of Flesh</em> ritual.</p><p></p><p><strong>Zombie:</strong> <em>Land of the Damned</em> ritual.</p><p></p><p>Flesh of Sand</p><p>School Necromancy; Level 8</p><p>CASTING</p><p>Casting Time 8 Hours</p><p>Components V, S, M (bandages and spices), F (rare herbs, oils, and other mummification materials worth at least 50,000 GP [as described in template])</p><p>Skill Checks Heal DC 30, 3 successes; Knowledge (planes) DC 30, 2 successes, Knowledge (religion) DC 30, 3 successes</p><p>EFFECT</p><p>Range Self</p><p>Duration Permanent</p><p>Saving Throw None; Spell Resistance no</p><p>Backlash Caster gains 2 permanent negative levels</p><p>Failure The caster is exhausted and suffers from Mummy Rot</p><p>DESCRIPTION</p><p>With several hours of preparation, the caster seals themselves into an occult symbol covered coffin filled with sand. The ritual slowly drains the life force from the caster, and replaces it with the powers of the undead. Hours later, the caster rises from the coffin, with the powers and abilities of a Mummy Lord.</p><p></p><p>Land of the Damned</p><p>School necromancy; Level 9</p><p>CASTING</p><p>Casting Time 9 hour</p><p>Components V, S, M (Sea Salt), F (Onyx statue of death worth 10,000GP)</p><p>Skill Checks Knowledge (arcana) DC 33, 3 successes; Knowledge (nature) DC 33, 3 success; Knowledge (religion) DC 33, 3 success</p><p>EFFECT</p><p>Range touch</p><p>Duration permanent</p><p>Saving Throw none; Spell Resistance no</p><p>Backlash Caster is exhausted</p><p>Failure the caster is afflicted with a more potent version of the Zombie Rot disease (DC 17; 2 saves; 1d2 Con; 1/day).</p><p>DESCRIPTION</p><p>Under the light of a waning moon, the caster makes a large circle of occult symbols with the sea salt. Inside this circle, the caster buries the onyx statue beneath the soil, while performing an ancient curse.</p><p>Any creatures of Small size or larger killed within a one mile radius of the buried statue rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/230439/Pathways-BestiaryPFRPG?affiliate_id=17596" target="_blank">Pathways Bestiary</a>[spoiler]</p><p><strong>Dread Banshee Creature:</strong> Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed.</p><p>“Dread banshee” is an acquired template that can be added to any living, intelligent creature.</p><p><strong>Rhysssla the Releaser, Dread Banshee Serpentfolk:</strong> ?</p><p><strong>Dread Crucifixion Spirit:</strong> Dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.</p><p>“Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther).</p><p>Any creature with a Charisma score of 15 or higher that is killed by a dread crucifixion spirit’s crucify soul rises as a crucifixion spirit in 1d4 rounds.</p><p><strong>Malaki the Martyr, Dread Crucifixion Spirit Four-Armed Gargoyle:</strong> ?</p><p><strong>Dread Phantom Armor:</strong> Dread Phantom Armor arises only from the corpses of a trusted ally who murders his comrades in a sudden betrayal, the armor also must have been a gift from his former allies.</p><p>“Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case.</p><p><strong>Hollow of the Hallow, Dread Phantom Armor Cold Giant:</strong> ?</p><p><strong>Dread Revenant:</strong> A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake.</p><p>“Dread revenant” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature).</p><p><strong>Revered Father Kal'fa, Pillar of Faith, Dread Revenant Roper:</strong> ?</p><p><strong>Dread Sayona:</strong> Stories of their origins claim that the first was a vain human who grew old and whose lover left for a younger paramour; the spurned human gained revenge by bathing in the blood of the faithless lover’s children, then committed suicide. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate.</p><p>“Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater (referred to hereafter as the base creature).</p><p>When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.</p><p><strong>Llorona, Dread Sayona Scorpionfolk:</strong> ?</p><p><strong>Iron Lich:</strong> Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength.</p><p>“Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich.</p><p><strong>Soultill, Iron Lich Human Sorcerer 7/Harrower 7:</strong> ?</p><p><strong>Lostling:</strong> Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness.</p><p>“Lostling” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature).</p><p>Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days If a lostling creature is CR 11 or higher this changes to 1d4 rounds.</p><p><strong>Unvoliant the Vanishing Venom, Lostling Phase Spider:</strong> ?</p><p><strong>Red Jester:</strong> Red jester creatures are the undying remnants of court jesters who were executed by their ruler, though it is worth noting that humans are not the only race to employ fools. Some legends tell that the Demon Prince of the Undead creates them to serve as his court fools, though he often turns them out once he grows bored with them.</p><p>“Red Jester” is an acquired template that can be added to any creature with and Intelligence of 13 or higher and the ability to draw cards from a deck of many things. This usually means it is corporeal and has a humanoid figure of some kind along with the wit to amuse folk, though this is not always the case.</p><p><strong>The Court Fool of the Pit of Bones, Red Jester Balor:</strong> ?</p><p><strong>Witchfire:</strong> The fell powers of undeath rejoice when an exceptionally vile hags, harpy, or witch dies, transforming these wicked crones into incorporeal undead known as witchfires.</p><p>Though most witchfire creatures are female, male witches and the rare male hag or harpy can also become a witchfire creature.</p><p>Witchfire creature is an acquired template that can be added to any living, intelligent, creature that has hexes or hex-like abilities, or innate spell-like abilities of 2nd level or higher, or innate abilities to curse or charm foes.</p><p><strong>Mabyn The Burning Silence, Witchfire Mute Hag:</strong> ?</p><p></p><p><strong>Undead:</strong> Agent of Chaos Creature's Chaos field power mishap number 50.</p><p>Undead are once-living creatures animated by spiritual or supernatural forces.</p><p><strong>Nightshade:</strong> Nightshades are monstrous undead composed of shadow and evil.</p><p></p><p>Agent of Chaos Creature's Chaos field power mishap number 50.</p><p>50 If the target is slain within 1 day per level of the spell, the target rises as an undead immediately (undead type is subject to GM adjudication).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/125583/Ponyfinder--Campaign-Setting?affiliate_id=17596" target="_blank">Ponyfinder Campaign Setting</a>[spoiler]</p><p><strong>Undead:</strong> Vampiric Sorcerer Bloodline Ruler of the Night power.</p><p>Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living.</p><p><strong>Unfulfilled:</strong> Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/182116/Ponyfinder--Everglow-Bestiary?affiliate_id=17596" target="_blank">Ponyfinder Everglow Bestiary</a>[spoiler]</p><p><strong>Skeletal Pony Slinger, Pony Skeletal Champion Warrior 1:</strong> ?</p><p><strong>Zombie Pony, Pony Zombie Warrior 2:</strong> Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/133780/Primeval-Thule-Campaign-Setting-for-the-Pathfinder-Roleplaying-Game?affiliate_id=17596" target="_blank">Primeval Thule Campaign Setting</a>[spoiler]</p><p><strong>Frost Corpse:</strong> Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours. </p><p><strong>Minotaur Skeleton:</strong> ?</p><p><strong>Ogre Skeleton:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/131282/Psionic-Bestiary?affiliate_id=17596" target="_blank">Psionic Bestiary</a>[spoiler]</p><p><strong>Caller in Darkness:</strong> Usually formed upon the death of an innocent who was slowly and painfully tortured until its demise.</p><p><strong>Cerebremorte:</strong> A cerebremorte is often the result of a psion that has been killed by a powerful death effect, such as psychic crush or slay living or other similar powers or spells.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148587/Psionics-Augmented-Mythic-Psionics?affiliate_id=17596" target="_blank">Psionics Augmented: Mythic Psionics</a>[spoiler]</p><p><strong>Mythic Caller in Darkness:</strong> A caller in darkness that has absorbed the essence of a divine entity or demi-god becomes a true nightmare.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/151567/Psionics-Augmented-Seventh-Path?affiliate_id=17596" target="_blank">Psionics Augmented: Seventh Path</a>[spoiler]</p><p><strong>Slamming Portal:</strong> ?</p><p><strong>Orbs:</strong> ?</p><p><strong>Cold Spot:</strong> ?</p><p><strong>Choking Hands:</strong> ?</p><p><strong>Mad Monk:</strong> ?</p><p><strong>Baleful Apparition:</strong> ?</p><p><strong>Deathless Defenders:</strong> ?</p><p><strong>Ghastly Whispers:</strong> ?</p><p><strong>Ectoplasmic Miasma:</strong> ?</p><p><strong>Headless Horseman:</strong> ?</p><p><strong>Spectral Carriage:</strong> ?</p><p><strong>Hungry Earth:</strong> ?</p><p><strong>Gjenganger:</strong> ?</p><p><strong>Keening Suicides:</strong> ?</p><p></p><p><strong>Ghost:</strong> Bond of Death power.</p><p></p><p>Bond of Death</p><p>Discipline: Athanatism; Level: Conduit 2</p><p>Display: Mental</p><p>Manifesting Time: 5 minutes</p><p>Range: Touch</p><p>Target: One willing animal companion or familiar touched with 3 HD or less</p><p>Duration: 1 day/level</p><p>Saving Throw: None; Power Resistance: Yes (harmless)</p><p>Power Points: 3</p><p>You reinforce the bond between a master and servant, allowing them to join in undeath. If the target’s master dies and is animated as any kind of intelligent undead, the target immediately dies. They reanimate as a ghost, retaining all of the same benefits they had in life as a familiar or animal companion, including the bond to their master.</p><p>Augment: For every additional power point spent, the maximum HD of creature that this power can target is increased by 1.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/124276/Pure-Steam-Campaign-Setting?affiliate_id=17596" target="_blank">Pure Steam Campaign Setting</a>[spoiler]</p><p><strong>Reanimated Corpse:</strong> Reanimated Corpses are forced into the vile state by mad scientists who use illegal reagents.</p><p>“Reanimated” is an acquired template that can be added to any corporeal creature (other than an undead).</p><p><strong>Reanimated Human:</strong> ?</p><p><strong>Fast Reanimated Corpse:</strong> ?</p><p><strong>Plagued Reanimated Corpse:</strong> These reanimated corpses carry a terrible disease that perpetuates their undead lineage—those infected by a plagued reanimated corpse’s contagion rise as reanimated corpses themselves when they perish.</p><p>Anyone who dies while infected with unliving rot rises as a plagued reanimated corpse in 2d6 hours.</p><p></p><p>Unliving rot: slam; save Fort DC = 10 + 1/2 the reanimated’s Hit Dice + the reanimated’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plagued reanimated corpse in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/122023/The-Quid-Novi-Collection?affiliate_id=17596" target="_blank">Quid Novi Collection</a>[spoiler]</p><p><strong>Maskek:</strong> ?</p><p> </p><p><strong>Bog Mummy:</strong> Any humanoid that dies from a Maskek's bog rot disease becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/78038/Races-of-Obsidian-Twilight-PFRPG?affiliate_id=17596" target="_blank">Races of Obsidian Twilight</a>[spoiler]</p><p><strong>Calix Sabinus:</strong> ?</p><p></p><p><strong>Vampire:</strong> ?</p><p><strong>Ghost:</strong> The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time.</p><p>Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Lich:</strong> ?</p><p><strong>Wight:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/68948/Races-of-Obsidian-Twilight-Harrowed-PFRPG-Preview?affiliate_id=17596" target="_blank">Races of Obsidian Twilight: Harrowed</a>[spoiler]</p><p><strong>Undead:</strong> ?</p><p><strong>Vampire:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/69074/Races-of-Obsidian-Twilight-Osirian-PFRPG-Preview?affiliate_id=17596" target="_blank">Races of Obsidian Twilight: Osirian</a>[spoiler]</p><p><strong>Zombie:</strong> The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.</p><p><strong>Skeleton:</strong> The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.</p><p><strong>Ghost:</strong> The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact.</p><p>The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/77991/Races-of-Obsidian-Twilight-Raijin-PFRPG-Preview?affiliate_id=17596" target="_blank">Races of Obsidian Twilight: Raijin</a>[spoiler]</p><p><strong>Ghost:</strong> The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. In the beginning many of these were mindless spectres, the traumatised dead from what seemed like the end of the world but over time these have been winnowed down and replaced with the new dead.</p><p>Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living.</p><p><strong>Lich:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Ghast:</strong> ?[/spoiler]</p><p></p><p><a href="http://Compendium Arcanum Vol. 7: 6th-Level Spells?affiliate_id=17596" target="_blank">Racial Profiles Expanded Hungry Souls</a>[spoiler]</p><p><strong>Undead:</strong> Failed save on critical from Vex.</p><p>Failed save on critical from weapon with undeath quality.</p><p></p><p>Vex: This +3 keen miasma undeath dagger was once the vile tool used by Vex, an undead necromancer, who claimed he was alive during the fall of some ancient civilization, some millenia ago, back before he became a sentient dagger of death. It's not as though anyone can prove otherwise.</p><p>This deadly looking obsidian dagger not only deals an extra 1d6 points of negative energy damage with every blow, but upon a successfully confirmed critical attack, Vex deals an additional 1d10 points of negative energy damage, forcing the target of the attack to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, the effect of which is permanent. Once turned undead they then make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally.</p><p>The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse.</p><p>Undead Vexaction (Su): This ability functions as the spell create greater undead, and may be used once per day while Vex is active.</p><p></p><p>Undeath (+5 Bonus): Upon a successfully confirmed critical attack, this enchantment deals an additional 1d10 points of negative energy damage, forcing the target to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, and must make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder, the effect of which is permanent. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally. </p><p>The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse.</p><p>This enchantment may only be used on piercing or slashing weapons.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/200752/Reliquarium-Eldoria?affiliate_id=17596" target="_blank">Reliquarium Eldoria</a>[spoiler]</p><p><strong>Undead:</strong> There are those Telarci who are unlucky enough to find themselves picked up by ships, sent forth by the Goddess Sirrith, to collect those who stray from Tarrisada. Shadowland is one of the realms located in the Unending Sea and the Goddess directs her minions to collect the souls of the unfaithful and bring them to her thralldom. Here, their form is corrupted by the power of the Vorg. They are bound with negative energy and can then be sent back into Enshar to do the bidding of the Goddess. In this way, many of the Undead who have physical shape are created.</p><p>There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.</p><p>By 1800R, the Sirrith clergy in Odressi became bolder in its practices and encouraged the ritual of ‘purification’ amongst its acolytes. In this ceremony, zealots offered themselves up to be bled dry and to have their dead body reanimated with the power of the Shadow.</p><p><strong>Ghost:</strong> There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.</p><p><strong>Wraith:</strong> There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature.</p><p><strong>Vampire:</strong> Lord Varren was made a vampire at Sirrith’s command.</p><p><strong>Zombie Lord:</strong> Priests who seek to embrace the power of the Vorg and become Undead undergo a ceremony whereby they are hung upside-down over the temple Purification Pit and bled dry. The High Priest officiates and imbues the dead body with the energy of the Shadow, using the Skull of Vargranda (an ancient artefact said to have been given to the cult at the Dawn of Time, by Sirrith herself. Cultists resurrected this way become a Zombie Lord.</p><p><strong>Zombie:</strong> Slain by Dreadsteel.</p><p></p><p>DREADSTEEL</p><p>Strong necromancy; CL 18th; weight 8lb</p><p>The leader of the group was attired in crimson-stained armor and, as I fought my attackers, I saw him strike his black sword against Hallen’s gorget; the evil blade giving off a hideous metallic scream as it bit into the metal. He had pierced Hallen’s armor and my comrade fell, blood gushing from the wound.</p><p>I dealt quickly with my two opponents, driving my blade through the midriff of one and hamstringing the other. I turned, in time to defend myself from an attack launched by the crimson knight and managed to catch his terrible weapon on my own sword. As we tested our strength against each other, I saw Hallen, slowly recovering and standing up behind my foe. He was alive and planning to strike our enemy a mortal blow from behind!</p><p>Suddenly the crimson knight mouthed the words, “Kill him!” and I saw the awful, vacant look upon Hallen’s face. He had risen as some creature of the Undead, controlled by my enemy and now intent on helping him dispatch me.</p><p>This is a legendary blade, forged of Vurgonmir iron, once wielded by the Wraithlord Ikaradis during the Wars of the Serpent Kings. It is a +2 shortsword with the ability to animate the dead (as per the Level 3 CL spell). Any intelligent humanoid that dies as a result of a killing blow caused by Dreadsteel rises as a zombie, under the control of the wielder of the sword. The sword’s power allows the wielder to control a maximum number of zombies equal to their charisma score.</p><p>Dreadsteel suffers the penalties common to all weapons made from Vurgonmir. Humanoids killed by Dreadsteel rise as zombies within 1d4 rounds. Apply the zombie template when creating them (Refer Pathfinder Bestiary Book One).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/64312/Remarkable-Races-Compendium-of-Unusual-PC-Races?affiliate_id=17596" target="_blank">Remarkable Races Compendium of Unusual PC Races</a>[spoiler]</p><p><strong>Timber Wight:</strong> Among the oaklings, death is often considered an inconvenience. In their emotionless pursuit of personal gain, quite a few oaklings experiment with necromancy to prolong their lives. The timber wight is the horrible end result. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/98982/Riyals-Research-Haunts-PFRPG?affiliate_id=17596" target="_blank">Riyal's Research: Haunts</a>[spoiler]</p><p><strong>Haunt:</strong> My master, who instructed me in the arcane arts, explained that a location which was plagued by a ghost or similar incorporal spirit over the course of decades and centuries may transform into a haunt.</p><p>A haunt is the negative energy of a ghost that has lost its sense of self. A newly-formed ghost possesses its life memories. But as time moves on, these memories fade away and only the strongest remains - that of its death or one holding overwhelming emotion which helped to create the ghost in the first place. During this process, the ghostly form loses much of the shape that reflected its life memory and becomes more and more distorted. The negative energy of this now unrecognizable unlife force slowly becomes fused with the object or location that is associated with the single defining memory of the fading ghost. Eventually, the ghost is gone and only the haunt remains. So to sum up what a haunt is, I would say a tethered undead spirit that has lost its creatureliness.</p><p>The ghost-to-haunt process may take as little as a year or two or may encompass several centuries. My research revealed the existence of a 1021 year old ghost – Homley Trakasta – whose essence is now known as the Idarian Firestar. While I concede the possibility that a ghost may never complete the haunt process or be too weak in spirit [a pun - hee, hee] to leave behind a haunt, I believe that not to be the common case. Further research is required in Shadowsfall on this matter.</p><p><strong>Color Steal:</strong> ?</p><p><strong>The Howling:</strong> ?</p><p><strong>Misty River:</strong> ?</p><p><strong>Flooding Falls:</strong> ?</p><p><strong>Flame Shadows:</strong> ?</p><p><strong>Pain and Hate:</strong> ?</p><p><strong>Blind Man's Alley:</strong> ?</p><p><strong>Rising Coffins:</strong> ?</p><p><strong>Breathless Gasps:</strong> ?</p><p><strong>Silent Pig Pen:</strong> ?</p><p><strong>Cursing Skulls:</strong> ?</p><p><strong>Death Chills:</strong> ?</p><p><strong>Cries of Despair:</strong> ?</p><p><strong>Rust Dust:</strong> ?</p><p><strong>Eternal Henge:</strong> ?</p><p><strong>Words of Asmodeus:</strong> ?</p><p><strong>Corrosive Fog:</strong> ?</p><p><strong>Deadly Knowledge:</strong> ?</p><p><strong>Cliffs of Insanity:</strong> ?</p><p><strong>Death's Flowers:</strong> ?</p><p><strong>Ice Queen's Gaze:</strong> ?</p><p><strong>Home Fires Burning:</strong> ?</p><p><strong>Vengeful Clouds:</strong> ?</p><p><strong>Bone Garden:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/118475/Rule-Zero-Underlings?affiliate_id=17596" target="_blank">Rule Zero: Underlings</a>[spoiler]</p><p><strong>Ghost Underling:</strong> ?</p><p><strong>Ghoul Underling:</strong> ?</p><p><strong>Mummy Underling:</strong> ?</p><p><strong>Skeleton Underling:</strong> ?</p><p><strong>Vampire Underling:</strong> ?</p><p><strong>Zombie Underling:</strong> ?[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/119315/Rule-Zero-Underlings-Bonus?affiliate_id=17596" target="_blank">Rule Zero: Underlings Bonus</a>[spoiler]</p><p><strong>Undead Underling:</strong> Undead Lord feat.</p><p></p><p><strong>Skeleton Underling</strong> ?</p><p></p><p>Undead Lord</p><p>You can easily create and control undead underlings.</p><p>Prerequisite: Spell Focus (necromancy).</p><p>Benefit: Whenever you calculate the total number of undead creatures you control, every four undead underlings of the same type count as one creature (using their group CR as the creature’s Hit Dice). Any remaining undead underlings of the same type also count as a single creature. For example, 7 skeleton underlings would count as two creatures.</p><p>In addition, whenever you create undead using animate dead, you can create underlings, counting four underlings as one creature in terms of the total number of Hit Dice you can create and the cost of casting the spell. You must possess a number of bodies equal to the number of underlings created.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/241231/Sandy-Petersens-Cthulhu-Mythos--Pathfinder?affiliate_id=17596" target="_blank">Sandy Petersen's Cthulhu Mythos - Pathfinder</a>[spoiler]</p><p><strong>Mythos Undead:</strong> “Mythos undead” is an acquired template that can be added to any living, corporeal creature.</p><p>Evil creature drinking gorgondy.</p><p>Dying from constitution drain from Hastur's possession.</p><p>In rare cases, when certain alchemical techniques are applied to an exceptionally fresh corpse (or even to whole parts of fresh corpses) who, in life, possessed a singularly powerful and focused mind, the result is in an undead creature that retains its intellect; in such a case, create the creature as a Mythos undead.</p><p><em>Zyngaya</em> spell.</p><p><strong>Ghost of Ib Cleric 10:</strong> ?</p><p><strong>Undead:</strong> Where the King in Yellow walks,</p><p>the dead rise and follow. Whenever the King in Yellow</p><p>comes within 20 feet of a dead body, that body rises as an undead creature of the King’s choosing. The undead created can be of any type, so long as its CR is equal to or less than the King in Yellow’s CR-6 (minimum of 1). Living creatures who die within 20 feet of the King in Yellow arise as undead one round later.</p><p>The King in Yellow’s footstep brings the dead to life. They can return as a wide variety of undead—from simple zombies or ghosts to more powerful vampires. His horde always accompanies him.</p><p><strong>Deathless Sorcerer, Old Human Mythos Undead Sorcerer 12:</strong> ?</p><p><strong>Insane Dead:</strong> Certain alchemical techniques can reanimate recently slain bodies, but while these methods restore the semblance of life to the victim, the passage of death to life always results in insanity.</p><p><strong>Risen Witch, Mythos Undead Human Witch 20:</strong> ?</p><p><strong>Leng Ghoul:</strong> Leng Ghoul Fever and 12+ Hit Dice.</p><p><strong>Ghoul:</strong> Leng Ghoul Fever and less than 12 Hit Dice.</p><p></p><p>ZYNGAYA</p><p>School necromancy [evil]; Level cleric 7, shaman 7, sorcerer/wizard 7</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth 50 gp per HD of the undead to be created)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>You turn the corpse into a Mythos undead if the creature had fewer Hit Dice than your caster level. It is loyal to the King in Yellow. Although it recognizes you as its creator, it works with you only insofar as you serve the purposes of the King in Yellow. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.</p><p></p><p>GORGONDY</p><p>Weight 2 lbs. Price 7,500 gp; Craft (alchemy) DC 35</p><p>This dark, evil liquor must be kept in strong, heavily armored iron bottles to retain its potency. When drunk, it changes the drinker's alignment one step closer to evil. Class abilities based on alignment change to match (unless the new alignment results in losing the ability altogether due to incompatible alignment). If the drinker is evil before drinking it, the drinker's soul will be destroyed upon death and the drinker's corpse will arise as a Mythos undead. The drinker can negate all these effects with a successful DC 15 Will save upon drinking.</p><p></p><p>Disease (Ex) Leng Ghoul Fever: Bite—injury; save Fort DC 22; onset immediate; effect 1d3 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/102463/Scions-of-Evil?affiliate_id=17596" target="_blank">Scions of Evil</a>[spoiler]</p><p><strong>Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3:</strong> ?</p><p><strong>Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3:</strong> ?</p><p><strong>A Memory of Allwinter, Awakened Demilich Druid 15:</strong> In a time before the ken of fire, the prehistoric peoples of this land dug a long barrow into the frozen earth to hold the remains of their dead. The ancients abandoned their dead at the tomb’s mouth for wild animals to strip the flesh from their bones before the shamans reverently placed the skulls of the ancestors along the wall of the long tunnel into the earth; a tunnel they dug deeper into the earth with crude stone tools as each millennia passed.</p><p>The barrow, holding twenty thousand years of ancestors’ skulls, was forgotten when foreigners brought agriculture from across the sea, driving the hunting folk before them with the sprawl of proto‐civilisation.</p><p>The old gods of the dark forest and biting frost of ice ages died with the last of the hunting folk. The afterlife of the hunters collapsed with their deities’ waning, casting their souls adrift. Some of the abandoned souls returned to the deep barrow over the passing eons, coalescing into a single awakened demilich, A Memory of Allwinter.</p><p><strong>Gahlgax Atarrith Balor Lord, Vampire Balor Fighter 1:</strong> One of the most powerful Abyssal balor lords, Orcus himself blessed him with undeath a score of centuries ago.</p><p>Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long‐forgotten balor did nothing of the sort, Gahlgax manipulated and miss‐reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him.</p><p>Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons.</p><p><strong>Sword of Orcus, Graveknight Marilith Antipaladin 2:</strong> ?</p><p><strong>Vilran Azanae Elf Vampire Wizard 14:</strong> After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire.</p><p><strong>Paradar Levien Human Lich Sorcerer 15:</strong> Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings.</p><p><strong>Lillian Orxal Human Spectre sorcerer 10:</strong> Slain by a secretive cult, Lillian searches for her killers so that she might enact a terrible revenge upon them.</p><p><strong>Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8:</strong> Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments.</p><p>Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones.</p><p><strong>Decapitated Plague Zombie, Spriggan Plague Zombie:</strong> ?</p><p><strong>Tregreth Faull, Human Vampire Wizard 5/Loremaster 8:</strong> Cold‐hearted and pragmatic she only ever attached herself to those of value to her. Her last target was the hermit mage Kevern Tangye who dwelled in the Tower of Night, a fabled site dominating the skyline of a mighty city. Swiftly divining his vampiric nature, Tregereth continued her pursuit of the mage, who finally granted her request to bestow his dark gift upon her.</p><p><strong>Daveth Goninan, Half-Orc Vampire Fighter 10:</strong> Traoth Lathil, an ancient elven vampire, dwelt within. Easily dispatching the attacking orcs, he transformed Daveth into a vampire and forced him to destroy his former tribe.</p><p><strong>Margh Vosper, Human Vampire Aristocrat 4/Bard 9:</strong> Sadly, fate then intervened in the guise of a wandering vampire that slaughtered much of the troupe including Margh’s beloved. Incensed by this Margh attacked the vampire; his insane desire to kill the abomination amused the vampire and so it chose to create him as a spawn.</p><p><strong>Terl Yarg, Doppelganger Vampire Rogue 5/Shadowdancer 2:</strong> Created by Merat, a vampiric gargoyle, who laired in an abandoned manor house.</p><p><strong>Kulan Wyr Guardian, Human Skeletal Champion Monk 11:</strong> ?</p><p><strong>Kulan Wyr Champion, Human Skeletal Champion Warrior 12:</strong> ?</p><p><strong>Greater Vampire Spawn:</strong> ?</p><p><strong>Cadan Negus, Human Vampire Sorcerer 7:</strong> ?</p><p></p><p><strong>Spectre:</strong> Humanoids Lillian slays become spectres (with a –2 penalty on all d20 rolls, –2 hp per HD and only drain one level on a touch) in 1d4 rounds.</p><p><strong>Vampire Spawn:</strong> Gahlgax can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Vilran can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Tregereth can create a spawn when she slays a creature with blood drain or energy drain.</p><p>Daveth can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Margh can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Terl can create a spawn when he slays a creature with blood drain or energy drain.</p><p>Vampires can create spawn of the same type (humanoid, monstrous humanoid and so on), from those it slays with its blood drain or energy drain attacks. The victim rises in 1d4 days.</p><p>Cadan can create a spawn when he slays a creature with blood drain or energy drain.</p><p><strong>Plague Zombie:</strong> A target slain by a plague zombie's death burst rises as a plague zombie in 2d6 hours.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/105641/Shadows-over-Vathak?affiliate_id=17596" target="_blank">Shadows Over Vathak</a>[spoiler]</p><p><strong>Blood Shadow:</strong> A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death.</p><p><strong>Kindrian Gaunt:</strong> Any humanoid slain by a kindrian gaunt rises as a kindrian gaunt at the next midnight.</p><p>In the icy wastes of northern Vathak, there lurks the undead spirits of those who tragically have frozen to death during the harsh winters. When animated these corpses become intelligent undead tied to the lands that claimed their lives.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/224293/Shadows-over-Vathak-Hauntlings--Enhanced-Racial-Guide?affiliate_id=17596" target="_blank">Shadows Over Vathak: Hauntlings – Enhanced Racial Guide</a>[spoiler]</p><p><strong>Skeleton:</strong> <em>Release From Flesh</em> spell.</p><p></p><p>Release From Flesh</p><p>School necromancy [evil]; Level cleric 5, shaman 5, witch 5</p><p>Casting Time 1 round</p><p>Components V, S, M/DF (the heart of a humanoid creature)</p><p>Range touch</p><p>Target one living creature</p><p>Duration 1 round/level (D)</p><p>Saving Throw Fortitude negates, see below;</p><p>Spell Resistance yes</p><p>You cause a living target’s flesh to rot off its body. Each round at the start of the creature’s turn, until it makes a successful Fortitude save, it takes 1d4+1 points of Constitution damage. A creature dies under the effects of the spell is transformed into a skeleton under your control. This skeleton counts towards the total amount of Hit Dice of undead you can control with spells like animate undead. If the skeleton exceeds the total amount of Hit Dice of undead you can control, it crumbles to dust.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/220147/Shadows-over-Vathak-Inaoth--Gamemasters-Guide?affiliate_id=17596" target="_blank">Shadows Over Vathak Ina'oth Gamemaster's Guide</a>[spoiler]</p><p><strong>Ghost Aging special attack:</strong> The ghost died either young or very old.</p><p><strong>Ghost Drowning special attack:</strong> The ghost died drowning, either accidently or as a result of murder.</p><p><strong>Ghost Elemental Body special attack:</strong> The ghost died through painful exposure to one of the following elements—acid, cold, electricity, or fire.</p><p><strong>Ghost Firestarter special attack:</strong> The ghost died tragically in a fire.</p><p><strong>Ghoul Variant:</strong> Most Vathakian ghouls are of the standard variety, however, the presence of the Old Ones invariably causes mutations.</p><p><strong>Ghoul Corpse Loved:</strong> One of the strangest variant ghouls is the corpse bride or corpse groom. While most ghouls arise from cannibalistic impulses, these ghouls result from their loved ones excessively pining over them, feeding the corpse as though their lover still lived.</p><p><strong>Ghoul Dark Rider:</strong> ?</p><p><strong>Shroud Mummy:</strong> Ancient rituals, alternately attributed to the Nosferatu Kings and bhriota shamans, seek to preserve the body and the mind after death. Rare oils anoint the subject and an enchanted funerary shroud protects them from the degradations of time. Although, properly executed, the rites should result in a mummy that retains or even increases its mortal intelligence, most subjects become lesser shroud mummies.</p><p></p><p><strong>Incorporeal Undead:</strong> The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.</p><p><strong>Ghost:</strong> The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead.</p><p>Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death.</p><p>Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment.</p><p><strong>Ghoul:</strong> Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever.</p><p>As citizens turn to cannibalism, new ghouls are born even within the safest walls.</p><p>Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth.</p><p>The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak.</p><p>Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers.</p><p>Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls.</p><p>Cursed disease.</p><p><strong>Zombie:</strong> Cursed disease.</p><p><strong>Ghast:</strong> Cursed disease.</p><p><strong>Shadow:</strong> Cursed disease.</p><p><strong>Wight:</strong> Cursed disease.</p><p><strong>Wraith:</strong> Cursed disease.</p><p></p><p>Cursed: Dark powers are at work in Vathak and the dead do not rest easy. Cursed diseases cannot be removed through magical means unless the victim is first treated with remove curse (with a DC equal to the disease’s Fortitude save DC). Creatures that succumb to a cursed disease arise within 24 hours as the following type of undead (unless the disease already spawns an undead such as ghoul fever).</p><p>d6 Undead Type</p><p>1 Zombie</p><p>2 Ghoul</p><p>3 Ghast</p><p>4 Shadow</p><p>5 Wight</p><p>6 Wraith[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/154199/Sidebar-6--5-Haunted-Items?affiliate_id=17596" target="_blank">Sidebar 6 - 5 Haunted Items</a>[spoiler]</p><p><strong>Royal Blood Diamond:</strong> Greedy, spoiled, and covetous, the Princess Gelledona was not a person to be denied what she demanded. Already extremely rich, she owned an impressive collection of jewels, gems, and precious things when she spotted the Royal Blue diamond worn by a visiting princess from a far off realm. The diamond was the largest she had ever seen, set into a magnificent necklace of silver and surrounded by dark sapphires. The blue glow that came from the diamond was enchanting, and Princess Gelledona did all she could to convince the foreign princess to give it to her. After all the offers of money, land, and other fine jewels were rejected, Gelledona paid the visiting princess’s own guards kill her for it. Savage in their work, the princess died clutching the diamond after being stabbed repeatably. Princess Gelledona was able to have her own staff clean up the mess after she secretly claimed the diamond for herself, her diplomats putting the blame on another nation already at war with the dead princess’s realm.</p><p><strong>The Busty Maid Stool:</strong> Ballis Yellowtusk was a deadly highwayman and local outlaw. He was caught at his favorite tavern, the Busty Maid, eating a fine meal at his regular spot at the bar. He went quietly when the soldiers came, not putting up a fight as they carried him away, nor while he was sentenced to hang for his crimes. His last request was to have the stool from his favorite spot in the Busty Maid be the thing he stood on for his hanging. Before the stool was pulled from his feet he smiled and promised to haunt anyone who would sit in his spot at the tavern. He grinned as the stool was yanked out from under him, and kept grinning even after he was long dead.</p><p><strong>Hardnook Plantation Mirror:</strong> The Hardnook family was one of the wealthiest plantation owners in their area. Unfortunately Vande, the head of the family, was a cruel man and abused all of the slaves and workers who worked for him. Angry at his actions and riled by an accident that killed a young child, the slaves eventually revolted and the family was forced to barricade themselves in the plantation manor. After three nights waiting for help Vande was fatally wounded and his wife, Seadora, grew insane from the constantly shouted threats and attacks. In her crazed delirium, she tied nooses around her husband’s neck, her neck, and the neck of each of her children. Then she threw each one over the banister in the entryway of the manor before jumping herself. The last thing each of them saw was the reflection of their struggling and gasping bodies in the large silver mirror that hung in that entryway.</p><p><strong>The Willow's Doll:</strong> The exact origins of the doll are uncertain but the last owners, the Willow family, discovered it along the side of the road near their home. The doll is expertly made, with a smiling face and a body stuffed with soft feathers.</p><p><strong>Sir Vincent's Portrait:</strong> Sir Vincent was a rich, arrogant, aristocrat who had great pride in his appearance and was known to be hot-headed about a disfiguring burn scar on his neck. Anyone who pointed it out would be shouted at, or even attacked if he was in a foul mood. When it came time to do his portrait he hired only the best in the land, but demanded that the scar be left out. Fabelli, the painter, refused the demand because he painted his subjects as he saw them. Sir Vincent was so furious at the sight of his scar in the portrait that he attacked Fabelli on the spot, grabbing a small stone bust in his anger and repeatedly beating Fabelli over the head with it. As he died, Fabelli left a single bloody handprint in the bottom corner of the portrait, his last words too gargled with blood for anyone to hear them. Sir Vincent simply ordered that the scar and handprint be painted over before anyone could hang it in the ballroom, paying off all witnesses to his crime.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/154327/Southlands-Bestiary?affiliate_id=17596" target="_blank">Southlands Bestiary</a>[spoiler]</p><p><strong>Accursed Defiler:</strong> Accursed defilers are the lingering remnants of an ancient tribe that desecrated a sacred oasis inhabited by spirits of the desert. For their crime, the wrathful spirits wrought upon the tribe a terrible curse, so that they would forever wander the wastes attempting to quench an insatiable thirst. </p><p><strong>Angatra:</strong> In certain jungle tribes, the breaking of tribal taboos, especially by tribal leaders or elders, invites terrible retribution from the tribe’s ancestral spirits. The </p><p>transgressor is cursed, cast out, and executed, and then wrapped head to toe in lamba cloth to soothe the spirit and bind it within its mortal husk. Placed in a sealed tomb far from traditional burial grounds so none may disturb the deceased and so that their unclean spirits will not taint the blessed dead, the taboo-breakers’ bodies are visited every 10 years. At that time, the tribe performs a famadihana ritual, replacing the lamba bindings and soothing the deceased’s suffering. Over generations, the repeated performance of this ritual by the descendants of the damned expiates their guilt, until at long last the once-accursed person is admitted into the gates of the afterlife. However, if its descendants forget the lessons of the taboo and abandon their task, or if the sealed tomb is violated and desecrated in some other way, the penance of the ancestor turn in upon itself and the accursed soul becomes an angatra. </p><p>Animated by the malice of wrong ancestors, the creature’s form undergoes a horrible metamorphosis within the cocoon of its decaying bonds. Its fingernails grow into vicious claws, while its skin becomes hard and leathery and its withered form is imbued with unnatural speed and agility. </p><p><strong>Edimmu:</strong> Desert tribes often exile their criminals to wander the desert alone. A banished criminal who dies of thirst sometimes rises as an edimmu (eh-DIH-moo), a hateful undead who blames all sentient living beings for their fate and craving the life-giving water contained in their bodies </p><p><strong>Gray Thirster:</strong> The greatest danger to people traversing the deep deserts of the Southlands is thirst, and even the best-prepared travelers can find themselves without water in the middle of the desert. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days before their tortured bodies give up. These souls often rise from the sands as gray thirsters, driven to inflict the torment they suffered upon other travelers. </p><p><strong>Mummy Venomous:</strong> These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs, and to serve as the agents of the goddess’s retribution. </p><p><strong>Rotting Wind:</strong> A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within the countless lost tombs and grand necropolises of the Southlands deserts. </p><p><strong>Sand Silhouette:</strong> Sand silhouettes are spirits of those who died in desperation that have seeped into the sand. </p><p><strong>Sarcophagus Slime:</strong> Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy-creation ritual gone horribly wrong; giving life to the congealed contents of the canopic jars rather than the mummified body. Others maintain it was purposefully created by a powerful necromancer pharaoh bent on formulating the perfect alchemical sentry to guard his accursed crypt. </p><p><strong>Skin Bat:</strong> Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites, often in the name of Camazotz, Bat Lord of the Underworld. They are given a measure of unlife by a vile rituals involving immersion in flesh-filled vats. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/153189/Southlands-Campaign-Setting?affiliate_id=17596" target="_blank">Southlands Campaign Setting</a>[spoiler]</p><p><strong>Mummy Animated Shroud:</strong> Animated shroud mummies are not merely cadavers that have become undead through the mummification process. Rather, their whole being—corpse, wrappings, and all—become part of the creatures’ conscious. </p><p><strong>Mummy Hollow Men:</strong> Hollow men mummies are created using a particularly brutal ceremony where the human within the wrappings is boiled alive within the shrouds using a specially prepared elixir of natron. The subsequently created undead is nothing more than the animated wrappings of the ceremony, infused with the spirit of the murdered person. </p><p><strong>Mummy Indestructible:</strong> These creatures keep their souls within a canopic jar, which acts in a similar way to a lich’s phylactery. So long as the jar remains intact, the mummy cannot be permanently destroyed and rises again, fully healed at dusk of the day upon which it was destroyed. </p><p>The most common type of canopic jar is made of tough metal sealed with lead and containing both the viscera and strips of parchment upon which the magical phrases used to create the mummy are inscribed. </p><p><strong>Mummy Revenant-Cursed:</strong> Murdered during its creation, the revenant-cursed mummy exists to exact revenge; whether against an individual, a dynasty or even a god. The enemy is chosen at the time of its creation and can never be altered. </p><p><strong>Mummy Scarab-Infested:</strong> The foul scarab-infested mummy is created by a ceremony involving placing a fertilized scarab beetle into the stomach of a mummified victim. As the eggs hatch, they feast upon the enwrapped host, slowly riddling the cadaver with a particularly monstrous blight: a swarm of scarab beetles. </p><p><strong>Monkey Swarm Mummified Creature:</strong> ?</p><p><strong>Mummy Bog and Peat Beast:</strong> These creatures are created when the host falls into, drowns, or is otherwise engulfed in a deep bog or expanse of peat. </p><p><strong>Mummy Frozen Kin:</strong> These mummies are created by exposure to ice; whether that be through falling into a freezing lake, into a glacier or through simple death through cold damage. </p><p><strong>Mummy Salt:</strong> Salt mining is a very dangerous operation often carried out by the underclasses, slaves, or prisoners. In such treacherous work the mortality rate is high and many miners are buried alive. Salt mummies are spontaneous mummies created after such accidents.</p><p></p><p><strong>Mummy:</strong> Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy. </p><p>Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality. </p><p>Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more. </p><p>Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/204420/Starjammer-Core-Rules?affiliate_id=17596" target="_blank">Starjammer Core Rules</a>[spoiler]</p><p><strong>Tardigrade Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/219965/Starjammer-Core-Rules-Starfinder-Edition?affiliate_id=17596" target="_blank">Starjammer Core Rules (Starfinder Edition)</a>[spoiler]</p><p><strong>Tardigrade Undead:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/85832/Tales-of-the-Old-Margreve-Web-Compilation?affiliate_id=17596" target="_blank">Tales of the Old Margreve Web Compilation</a>[spoiler]</p><p><strong>Cocooned Corpses:</strong> Cocooned Corpses are the desiccated remains of creatures wrapped in the cocoons of giant spiders. Horror and death throes animate the corpses.</p><p><strong>Whispering Demons:</strong> Whispering Demons are alien mutterings that take form and flight in the deep Margreve.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/146468/Terrors-of-Obsidian-Apocalypse-Haunts-PFRPG?affiliate_id=17596" target="_blank">Terrors of Obsidian Apocalypse: Haunts</a>[spoiler]</p><p><strong>Bell Tower:</strong> A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened...</p><p><strong>Creeping Ectoplasm:</strong> ?</p><p><strong>Dead Tree:</strong> The dead tree is a haunted leftover of a garden, an orchard, or a last patch of a forest—a single dead tree standing amid a barren landscape.</p><p><strong>Doors to Damnation:</strong> A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell.</p><p><strong>Devouring Mists:</strong> A pack of ghouls ambushed and devoured a group of people when they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living.</p><p><strong>Forbidden Library:</strong> Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life.</p><p><strong>Hangman's Jig:</strong> A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room.</p><p><strong>Heart of Embers:</strong> Cinders of a dead fire elemental slowly smolder until roused into a short burst of mindless rage against living beings.</p><p><strong>Hungry Grave:</strong> A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others.</p><p><strong>Last Dance:</strong> A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation.</p><p><strong>Lessons of the Past:</strong> This was a place of teaching, where a respected sage told didactic stories to children and youngsters.</p><p><strong>Master's Admonition:</strong> A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things.</p><p><strong>Memory of the Late Mistress:</strong> A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living.</p><p><strong>Might Over Magic:</strong> A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him.</p><p><strong>Quarry of the Endless Toil:</strong> This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil.</p><p><strong>Screams of a Forlorn Mother:</strong> Screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child.</p><p><strong>Swordsman Betrayed:</strong> Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger.</p><p><strong>Touch of Hunger:</strong> The denizens of this dwelling starved to death. Their last thoughts were focused on the door to the empty pantry, which to their deluded minds appeared filled with supplies.</p><p><strong>Warlock's Doom:</strong> This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89637/The-Baykok-PFRPG?affiliate_id=17596" target="_blank">The Baykok</a>[spoiler]</p><p><strong>Baykok:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/219024/The-Book-of-Many-Things?affiliate_id=17596" target="_blank">The Book of Many Things</a>[spoiler]</p><p><strong>Lich:</strong> Necromancer Necromantic Epiphany power.</p><p><strong>Humanoid Skeleton:</strong> ?</p><p><strong>Humanoid Zombie:</strong> ?</p><p></p><p>Necromantic Epiphany (Su): The necromancer knows well what happens to the godless when they die, and he intends to avoid such a terrible fate. At 20th level, the necromancer constructs a phylactery that he then uses to turn herself into a lich.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/239962/The-Book-of-Many-Things-Volume-2-Shattered-Worlds?affiliate_id=17596" target="_blank">The Book of Many Things Volume 2: Shattered Worlds</a>[spoiler]</p><p><strong>Soulrent Reborn:</strong> Soulrent reborn are raised into unlife by the champions of death from Volwryn.</p><p></p><p><strong>Undead:</strong> Sun-Dead feat.</p><p><strong>Lich:</strong> ?</p><p><strong>Mummy:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p></p><p>Sun-Dead (Elf)</p><p>Your destroyed lifeforce continues on, driven by an undead craving.</p><p>Prerequisite: Sun-Drained, Con 11, Cha 13, character level</p><p>11th, elf.</p><p>Benefit: You become an undead creature. You have no Constitution score and use your Charisma to calculate your hit points, Fortitude saves, and any special ability that relies on Constitution. You gain Darkvision out to 60 feet, all undead traits, immunities, and weaknesses.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/115649/The-Deluxe-Guide-to-Fiend-Summoning-and-Faustian-Bargains?affiliate_id=17596" target="_blank">The Deluxe Guide to Fiend Summoning and Faustian Bargains</a>[spoiler]</p><p><strong>Shaldifos, Vine's Mount:</strong> ?</p><p><strong>Murmur:</strong> ?</p><p></p><p><strong>Ghost:</strong> Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.</p><p><strong>Lich:</strong> Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.</p><p><strong>Vampire:</strong> Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template.</p><p></p><p>Hammer of the Unworthy: Belial wields a powerful specific weapon called the hammer of the unworthy. The hammer of the unworthy is a +5 warhammer that, upon a successful critical hit, causes the target to gain 1d6 negative levels. After 24 hours, the affected creature must succeed on a Fortitude save (DC 24) or the negative levels become permanent. Any creature suffering from one of these negative levels when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. The undead creature obeys the wielder’s commands as though it were affected by the spell control undead, except that the effect is permanent. This weapon can only be wielded by the fiend Belial, and in the hands of any other creature it merely functions as a +5 warhammer.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139143/The-Genius-Guide-to-Gruesome-Dragons?affiliate_id=17596" target="_blank">The Genius Guide to Gruesome Dragons</a>[spoiler]</p><p><strong>Bone Adults:</strong> Bone dragons arise when a dead dragon retains a powerful emotional connection to the world of the living. The deceased dragon might still jealously guard an ancient treasure trove, or thirst for revenge against its mortal slayers who believe it forever vanquished. There are many reasons for a dragon’s soul to survive the grave, but the only outcome of such a manifestation is misery and death for the world around it.</p><p>“Bone” is an acquired template that can be added to any corporeal dragon of at least Large size.</p><p><strong>Bone Adult Blue Dragon:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/115546/The-Genius-Guide-to-Gruesome-Undead-Templates?affiliate_id=17596" target="_blank">The Genius Guide to Gruesome Undead Templates</a>[spoiler]</p><p><strong>Carrier:</strong> Carrier undead are normally a result of someone dying of disease under the same conditions that might normally create an undead – lack of proper burial, evil magic, negative material energy, or strong negative emotions. Less commonly, carrier undead may be the result of an undead disease – either from necromantic magics or from infection from a ghoul bite or similar undead injury.</p><p>A manifestation of undead disease.</p><p><strong>Flayed:</strong> Most often flayed undead are those who were tortured to death and lost their skin as part of that torture, or those who carry heavy self-hate and guilt and as a result manifest as bodies lacking the natural protection of their outer hide. Flayed undead can also be created intentionally by necromancers who like to use the skin of undead to create books of necromantic knowledge.</p><p><strong>Fungal:</strong> Fungal undead often come into existence when undead dwell in damp, underground places. Leaky tombs and crypts, sunken ships, swampland battlefields, and towns destroyed by flooding are all likely locations for these gruesome creatures. The fungi attached to such animate corpses are themselves undead, making them immune to effects that target or protect from plants. Occasionally an undead fungus spreads from its point of origin, infecting undead and spreading through colonies of necromantic creatures to create a horde of fungal undead.</p><p><strong>Gaping:</strong> Gaping undead may be the remains of creatures that died screaming in agony, or of those with strong ties to singing, speaking, or sound, or may just be a gruesome mutation of the normal undead creation process. They could easily be found in places where innocents died in large numbers while terrified and hurt (such as an abandoned bardic academy that is also the site of a slaughter), or places where negative energy is strong and effects the development of undead created there (such as the demiplane of a necromancer who foolishly drew on the negative plane).</p><p><strong>Racked:</strong> Racked undead were subject to merciless stretching prior to death. Most often they are the result of being put on the rack as torture and pulled at wrists and ankles, but a racked undead might have died by being drawn by horses, caught in a clockwork device that tore it slowly apart, or been ripped limb from limb by a carnivorous ape.</p><p><strong>Whispering:</strong> Whispering undead are normally either undead spellcasters who have never given up seeking knowledge, or the remains of someone killed after betraying a secret it swore to keep to itself.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107298/The-Genius-Guide-to-Horrific-Haunts?affiliate_id=17596" target="_blank">The Genius Guide to Horrific Haunts</a>[spoiler]</p><p><strong>Bruja Cauldron:</strong> A bruja cauldron is a haunt tied to an object, generally a large cauldron used by a coven of hags or witches for brewing poisons and evil potions. When a hag in the coven dies he or she is boiled within the cauldron and fed to the other members of the coven. The spirits of the consumed witches remain bound to the cauldron, and can be called upon to grant their power to others.</p><p><strong>Drowned Doxie:</strong> This haunt most commonly occurs when someone is drowned by a trusted friend or loved one, and their body is weighted down and left in the water. The classic version of this is when a man drowns a low-class lover when she becomes an impediment to an arranged marriage with a wealthy woman of high station. Similar haunts are often created when mothers drown children to hide their existence, innocents are drowned by friends for witnessing some crime, or citizens are drowned by the guards or elders they trusted either for uncovering corruption or as part of a deal to surrender the town to an enemy force.</p><p><strong>Unending Laboratory:</strong> When an alchemist or spellcaster dedicates a laboratory to creating golems, sometimes shreds of the elemental spirits of animation used to power golems built there infuse the laboratory itself. The tools, forges, and walls themselves take on a life of their own.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/87722/The-Genius-Guide-to-Simple-Monster-Templates?affiliate_id=17596" target="_blank">The Genius Guide to Simple Monster Templates</a>[spoiler]</p><p><strong>Ghul:</strong> Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.</p><p>A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.</p><p><strong>Draghul Adult White Dragon Ghul Creature:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.</p><p><strong>Ghoul Ghast:</strong> Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing.</p><p>A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.</p><p><strong>Zombie:</strong></p><p>A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/80724/The-Great-City-Urban-Creatures--Lairs?affiliate_id=17596" target="_blank">The Great City: Urban Creatures & Lairs</a>[spoiler]</p><p><strong>Zaelemental:</strong> A zaelemental forms when the sleeping goddess Kindrogga Zael allows one of her cultists to mix moordsap—the blood infused dirt formed by sacrificing in her unholy name—with sewage.</p><p><strong>Zaelemental Greater:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/57932/The-Great-City-Campaign-Setting?affiliate_id=17596" target="_blank">The Great City Campaign Setting</a>[spoiler]</p><p><strong>Bay Zombie:</strong> The Bay Zombie is a by-product of the failed experiments of the Imperial Guild of Arcanists and Engineers. The Emperor and the Blood Triperium is very interested in finding a way to extend its dominion to all corners of the world and long suffered through various trials to introduce magically modified creatures capable of taking the battle to the depths of the sea. Periodically, the guild dumps these horrifically maimed and reconstructed creatures off the coast, sinking them to the bottom of the ocean where they rarely survive for very long.</p><p>The source of bay zombies remains unknown, but those with long memories cannot help notice that many bear uncanny resemblance to Azindralean political prisoners (albeit modified with tentacles and claws) taken for speaking out against Lord Othorion Atregan and his re-conquest.</p><p><strong>Sklaverredisanos Lich Wizard 12 Assassin 5:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112210/The-Mad-Doctors-Formulary-Portrait?affiliate_id=17596" target="_blank">The Mad Doctor's Formulary</a>[spoiler]</p><p><strong>Undead:</strong> Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.</p><p><strong>Allip:</strong> Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.</p><p><strong>Ghost:</strong> Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.</p><p><strong>Spectre:</strong> Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/112179/The-Nemesis-Bestiary-Volume-One?affiliate_id=17596" target="_blank">The Nemesis Bestiary Volume 1</a>[spoiler]</p><p><strong>Whore Eater:</strong> In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again. [/spoiler]</p><p></p><p>The Perfect Storm[spoiler]</p><p><strong>Storm Wraith:</strong> Slain by a stroke of lighting, these bitter spirits have been fed on the energy of stormy weather and perpetuate the storm that slew them so that it never abates. Driven mad by their sudden death, the lighting that thunders in their ears, and the winds that unceasingly buffet their soul, storm wraiths seek to slay any they encounter and entrap their souls within the swirling clouds that surround them.[/spoiler] </p><p></p><p><a href="http://www.drivethrurpg.com/product/103168/The-Rogues-Gallery-The-Cloven-Hoof-Syndicate?affiliate_id=17596" target="_blank">The Rogues Gallery: Cloven Hoof Syndicate</a>[spoiler]</p><p><strong>Aymielle Human Skeletal Champion Rogue 5/Sorcerer 5:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/99008/The-Spellweaver-PFRPG-Edition?affiliate_id=17596" target="_blank">The Spellweaver PFRPG Edition</a>[spoiler]</p><p><strong>Weavehaunt:</strong> Any humanoid creature drained to 0 Intelligence by a Weave haunt has its spirit bound to the Weave as a Weave haunt.</p><p>A Weave haunt is an incorporeal creature typically created when a spellweaver is slain due to his extreme failure to successfully wield the Weave’s magic. At the time of death, the connection to the Weave drew the spellweaver’s spirit into itself and infused it with its own energies, capturing the spirit at the moment of painful death and forever entangling the lost soul in the Weave’s threads. Being slain by strand grubs can also lead to the victim becoming a Weave haunt.</p><p>A victim that is reduced to zero remaining spell slots or no remaining daily spellweaves from strand grub infestation must attempt an additional DC 17 Will save per minute this situation remains. Failure means the creature dies, causing the grubs to once again pour out of its body. Furthermore, unless the corpse is destroyed (or raised or the like) before the passing of 24 hours, the victim will become a weave haunt at the end of that time.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123976/Thunderscape-the-World-of-Aden-Campaign-Setting?affiliate_id=17596" target="_blank">Thunderscape: the World of Aden: Campaign Setting</a>[spoiler]</p><p><strong>Wasted:</strong> There are few fates more horrible than death by the Wasting, but becoming one of the Wasted is one of them. Perhaps one in a hundred victims of the Wasting rises as these walking dead, its manite implants somehow seizing control of the corpse it is installed in and lashing out with blind fury. No one yet has been able to determine if wasted are a side-effect of golemization itself, or if they are caused by the Darkfall manipulating fears of golemoids.</p><p>“Wasted” is an acquired template that can be added to any corporeal creature with one or more manite implants.</p><p><strong>Human Wasted:</strong> ? [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/147944/Tomb-Raiders?affiliate_id=17596" target="_blank">Tomb Raiders</a>[spoiler]</p><p><strong>Human Vampire Cleric 11, Kanefrah:</strong> Desperate for a way to punish the heathen invaders, Kanefrah turned to rites long forbidden by her church. Kanefrah resurrected the Court of Slaughter, a heretical cult dedicated to Sekhmet’s most brutal and violent aspect. Just as Sekhmet feasts upon the blood of men who disrespect Ra, so too the Court of Slaughter fed upon the living. They transformed themselves into monsters—unholy abominations that preyed upon the faithless. These profane rituals brought about the end of Kanefrah’s first life, transforming her into a child of the night.</p><p><strong>Mummified Human Slayer 11, Djenmett of the Many Eyes:</strong> As a mortal man, Djenmet of the Many-Eyes served the then-living Kanefrah as a member of her elite guard. When Kanefrah joined the Court of Slaughter and became the monster she is today, Djenmet was one of the few servants who remained faithful to his mistress. It was Djenmet who kept vigil over her sarcophagus as she slept through the day, and Djenmet who lost his life to the blades of the traitorous acolytes. To conceal Djenmet’s murder, the acolytes interred him alongside his mistress, beginning the process of mummification so that he might serve his lady in the afterlife. The acolytes were slain before they could complete the process, leaving Djenmet’s body disfigured and his soul trapped in his body, unable to pass on to the next world. Moved by his loyalty, Kanefrah completed the process of his mummification upon awaking from her torpor so that he might serve her in death as faithfully as he did in life.</p><p><strong>Human Skeletal Champion Bloodrager 8, Mighty Bozhrak:</strong> Bozhrak’s death came when Kanefrah, in her guise as a courtier, invited his troupe to entertain her entourage. Bozhrak was immediately smitten with the vampire, and abandoned his carnival to join Kanefrah’s court and pledge his eternal love for the “noble lady.” Though initially repulsed by the advances of a foreigner, Kanefrah realized that the brute possessed a strength and “moral flexibility” that she could put to use. Kanefrah revealed her true nature to Bozhrak, and offered him a place by her side at the cost of his mortality. Bozhrak accepted, and was stripped of his flesh, becoming the skeletal champion he is today.</p><p><strong>Human Ghost Bard 8, Reginell Carthworth III:</strong> Having died a violent death, with his great work still unfinished, Reginell’s soul persisted in this world after his death.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=17596" target="_blank">Tome of Adventure Design</a>[spoiler]</p><p>Pathfinder/Swords and Wizardry</p><p><strong>Ghost Shipwreck:</strong> ?</p><p><strong>Undead Giant Crab Carapace:</strong> ?</p><p></p><p><strong>Undead:</strong> In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things. </p><p></p><p>Table 2-64: Basic Types of Undead Creatures</p><p>Die Roll</p><p>Undead Type</p><p>01-04</p><p>Corporeal, genius, non-reproductive</p><p>05-08</p><p>Corporeal, genius, reproduces through prey</p><p>09-12</p><p>Corporeal, non-intelligent, non-reproductive</p><p>13-16</p><p>Corporeal, non-intelligent, reproduces through prey</p><p>17-20</p><p>Corporeal, semi-intelligent, non-reproductive</p><p>21-24</p><p>Corporeal, semi-intelligent, reproduces through prey</p><p>25-28</p><p>Incorporeal, genius, non-reproductive</p><p>29-32</p><p>Incorporeal, genius, reproduces through prey</p><p>33-36</p><p>Incorporeal, non-intelligent, non-reproductive</p><p>37-40</p><p>Incorporeal, non-intelligent, reproduces through prey</p><p>41-44</p><p>Incorporeal, semi-intelligent, non-reproductive</p><p>45-48</p><p>Incorporeal, semi-intelligent, reproduces through prey</p><p>49-52</p><p>Non-human corporeal, intelligent, non-reproductive</p><p>53-56</p><p>Non-human, corporeal, intelligent, contagious Undeath</p><p>57-60</p><p>Non-human, corporeal, non-intelligent, contagious Undeath</p><p>61-64</p><p>Non-human, corporeal, non-intelligent, non-reproductive</p><p>65-68</p><p>Non-human, corporeal, semi-intelligent, contagious Undeath</p><p>69-72</p><p>Non-human, corporeal, semi-intelligent, non-reproductive</p><p>73-76</p><p>Non-human, incorporeal, intelligent, contagious Undeath</p><p>77-80</p><p>Semi-corporeal, genius, non-reproductive</p><p>81-84</p><p>Semi-corporeal, genius, reproduces through prey</p><p>85-88</p><p>Semi-corporeal, non-intelligent, non-reproductive</p><p>89-92</p><p>Semi-corporeal, non-intelligent, reproduces through prey</p><p>93-96</p><p>Semi-corporeal, semi-intelligent, non-reproductive</p><p>97-00</p><p>Semi-corporeal, semi-intelligent, reproduces through prey</p><p>Table 2-65: Causes of Intelligent Undeath</p><p>Die Roll</p><p>Cause of Intelligent Undeath</p><p>01-10</p><p>Cursed by enemy</p><p>11-20</p><p>Cursed by gods</p><p>21-30</p><p>Disease such as vampirism</p><p>31-40</p><p>Prepared by others for Undeath, at or before death (unwillingly)</p><p>41-50</p><p>Prepared by others for Undeath, at or before death (willingly)</p><p>51-60</p><p>Prepared self for Undeath, during life</p><p>61-70</p><p>Rejected from underworld for some reason</p><p>71-80</p><p>Returned partially by actions of others</p><p>81-90</p><p>Returned to gain vengeance for own killing</p><p>91-00</p><p>Returned to guard location or item important to self during life</p><p>Table 2-66: Preparations for Intelligent Undeath</p><p>Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared.</p><p>Die Roll</p><p>Preparation</p><p>01-10</p><p>Actions are taken to ensure that a god will curse the soul with intelligent undeath</p><p>11-20</p><p>Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart</p><p>21-30</p><p>Living body parts incorporated into corpse keep it “alive”</p><p>31-40</p><p>New soul brought into dead body</p><p>41-50</p><p>Pact with gods/powers of afterlife to reject soul</p><p>51-60</p><p>Physical preparation raises body with echo of former intelligence</p><p>61-70</p><p>Physical preparation raises body with full former intelligence</p><p>71-80</p><p>Ritual binds soul to a place</p><p>81-90</p><p>Soul captured by ritual, kept in the wrong plane of existence</p><p>91-00</p><p>Soul captured in item to prevent completion of the death cycle</p><p>Table 2-67: Breaks in the Life Cycle</p><p>As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature.</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>01</p><p>Deliberately cursed at death by others for actions during lifetime</p><p>02</p><p>Died after committing crime: Arson</p><p>03</p><p>Died after committing crime: Assault</p><p>04</p><p>Died after committing crime: Bankruptcy</p><p>05</p><p>Died after committing crime: Battery</p><p>06</p><p>Died after committing crime: Begging</p><p>07</p><p>Died after committing crime: Blackmail</p><p>08</p><p>Died after committing crime: Blasphemy</p><p>09</p><p>Died after committing crime: Breach of contract</p><p>10</p><p>Died after committing crime: Breach of financial duty</p><p>11</p><p>Died after committing crime: Breaking and entering</p><p>12</p><p>Died after committing crime: Bribery</p><p>13</p><p>Died after committing crime: Burglary</p><p>14</p><p>Died after committing crime: Cattle theft or rustling</p><p>15</p><p>Died after committing crime: Consorting with demons</p><p>16</p><p>Died after committing crime: Counterfeiting</p><p>17</p><p>Died after committing crime: Cowardice or desertion</p><p>18</p><p>Died after committing crime: Demonic possession</p><p>19</p><p>Died after committing crime: Desecration</p><p>20</p><p>Died after committing crime: Disrespect to clergy</p><p>21</p><p>Died after committing crime: Disrespect to nobility</p><p>22</p><p>Died after committing crime: Drug possession</p><p>23</p><p>Died after committing crime: Drug smuggling</p><p>24</p><p>Died after committing crime: Drunkenness</p><p>25</p><p>Died after committing crime: Embezzlement</p><p>26</p><p>Died after committing crime: Escaped slave</p><p>27</p><p>Died after committing crime: Extortion</p><p>28</p><p>Died after committing crime: False imprisonment</p><p>29</p><p>Died after committing crime: Fleeing crime scene</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>30</p><p>Died after committing crime: Forgery</p><p>31</p><p>Died after committing crime: Forsaking an oath</p><p>32</p><p>Died after committing crime: Gambling</p><p>33</p><p>Died after committing crime: Grave robbery</p><p>34</p><p>Died after committing crime: Harboring a criminal</p><p>35</p><p>Died after committing crime: Harboring a slave</p><p>36</p><p>Died after committing crime: Heresy</p><p>37</p><p>Died after committing crime: Horse theft</p><p>38</p><p>Died after committing crime: Incest</p><p>39</p><p>Died after committing crime: Inciting to riot</p><p>40</p><p>Died after committing crime: Insanity</p><p>41</p><p>Died after committing crime: Kidnapping</p><p>42</p><p>Died after committing crime: Lewdness, private</p><p>43</p><p>Died after committing crime: Lewdness, public</p><p>44</p><p>Died after committing crime: Libel</p><p>45</p><p>Died after committing crime: Manslaughter</p><p>46</p><p>Died after committing crime: Misuse of public funds</p><p>47</p><p>Died after committing crime: Murder</p><p>48</p><p>Died after committing crime: Mutiny</p><p>49</p><p>Died after committing crime: Necromancy</p><p>50</p><p>Died after committing crime: Participating in forbidden meeting</p><p>51</p><p>Died after committing crime: Perjury</p><p>52</p><p>Died after committing crime: Pickpocket</p><p>53</p><p>Died after committing crime: Piracy</p><p>54</p><p>Died after committing crime: Poisoning</p><p>55</p><p>Died after committing crime: Possession of forbidden weapon</p><p>56</p><p>Died after committing crime: Prison escape</p><p>57</p><p>Died after committing crime: Prostitution</p><p></p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>58</p><p>Died after committing crime: Public recklessness</p><p>59</p><p>Died after committing crime: Racketeering</p><p>60</p><p>Died after committing crime: Rape</p><p>61</p><p>Died after committing crime: Receiving stolen goods (fencing)</p><p>62</p><p>Died after committing crime: Robbery</p><p>63</p><p>Died after committing crime: Sabotage</p><p>64</p><p>Died after committing crime: Sale of shoddy goods</p><p>65</p><p>Died after committing crime: Sedition</p><p>66</p><p>Died after committing crime: Slander</p><p>67</p><p>Died after committing crime: Smuggling</p><p>68</p><p>Died after committing crime: Soliciting</p><p>69</p><p>Died after committing crime: Swindling</p><p>70</p><p>Died after committing crime: Theft</p><p>71</p><p>Died after committing crime: Treason</p><p>72</p><p>Died after committing crime: Trespass</p><p>73</p><p>Died after committing crime: Using false measures</p><p>74</p><p>Died after committing crime: Witchcraft</p><p>75</p><p>Died after violating taboo: dietary</p><p>76</p><p>Died after violating taboo: loyalty</p><p>77</p><p>Died after violating taboo: marriage</p><p>78</p><p>Died after violating taboo: sexual</p><p>Die Roll</p><p>Nature of the Break (d100)</p><p>79</p><p>Died as a glutton</p><p>80</p><p>Died as a miser</p><p>81</p><p>Died as coward</p><p>82</p><p>Died deliberately</p><p>83</p><p>Died unloved and unmourned</p><p>84</p><p>Died while a slave</p><p>85</p><p>Died while owning slaves</p><p>86</p><p>Died without children</p><p>87</p><p>Died without dying (I don’t know, but it sounds good)</p><p>88</p><p>Died without fulfilling contract</p><p>89</p><p>Died without fulfilling oath</p><p>90</p><p>Died without honor (marriage or parenthood)</p><p>91</p><p>Died without honor (traitor)</p><p>92</p><p>Died without manhood/womanhood rites</p><p>93</p><p>Died without marrying</p><p>94</p><p>Died without proper preparations for death</p><p>95</p><p>Died without properly honoring ancestors</p><p>96</p><p>Died without tribal initiation</p><p>97</p><p>Eaten after death</p><p>98</p><p>Not buried/burned</p><p>99</p><p>Not given proper death ceremonies</p><p>100</p><p>Not given proper preparations for afterlife</p><p>Table 2-68: Manner of Death</p><p>The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead).</p><p></p><p>Die Roll</p><p>Manner of Death</p><p>01</p><p>Burned in fire</p><p>02</p><p>Burned in lava</p><p>03</p><p>Cooked and eaten</p><p>04</p><p>Crushed</p><p>05</p><p>Defeated in dishonorable combat</p><p>06</p><p>Defeated in honorable combat</p><p>07</p><p>Died during a storm</p><p>08</p><p>Died during harvest time</p><p>09</p><p>Died during peacetime</p><p>10</p><p>Died in a swamp</p><p>11</p><p>Died in particular ancient ruins</p><p>12</p><p>Died in the hills</p><p>13</p><p>Died in the mountains</p><p>14</p><p>Died near particular type of flower</p><p>15</p><p>Died near particular type of tree</p><p>16</p><p>Died of disease</p><p>17</p><p>Died of fright</p><p>18</p><p>Died of natural causes</p><p>19</p><p>Died of thirst</p><p>20</p><p>Died while carrying particular weapon</p><p>Die Roll</p><p>Manner of Death</p><p>21</p><p>Died while carrying stolen goods</p><p>22</p><p>Died while wearing particular garment</p><p>23</p><p>Died while wearing particular piece of jewelry</p><p>24</p><p>Drowned</p><p>25</p><p>Executed by asphyxiation</p><p>26</p><p>Executed by cold</p><p>27</p><p>Executed by drowning</p><p>28</p><p>Executed by exposure to elements</p><p>29</p><p>Executed by fire</p><p>30</p><p>Executed by hanging</p><p>31</p><p>Executed by live burial</p><p>32</p><p>Executed by starvation</p><p>33</p><p>Executed by strangulation</p><p>34</p><p>Executed by thirst</p><p>35</p><p>Executed despite having been pardoned</p><p>36</p><p>Fell from great height</p><p>37</p><p>Frozen/hypothermia</p><p>38</p><p>Heart failure</p><p>39</p><p>In the saddle</p><p>40</p><p>Killed by a creature that injects eggs</p><p></p><p>Die Roll</p><p>Manner of Death</p><p>41</p><p>Killed by a deception</p><p>42</p><p>Killed by a jealous spouse</p><p>43</p><p>Killed by a jester</p><p>44</p><p>Killed by a lover</p><p>45</p><p>Killed by a lynch mob</p><p>46</p><p>Killed by a traitor</p><p>47</p><p>Killed by a trap</p><p>48</p><p>Killed by accident</p><p>49</p><p>Killed by ancient curse</p><p>50</p><p>Killed by birds</p><p>51</p><p>Killed by blood poisoning</p><p>52</p><p>Killed by demon</p><p>53</p><p>Killed by dogs/jackals</p><p>54</p><p>Killed by gluttony</p><p>55</p><p>Killed by insect(s)</p><p>56</p><p>Killed by inter-dimensional creature</p><p>57</p><p>Killed by magic</p><p>58</p><p>Killed by magic weapon</p><p>59</p><p>Killed by metal</p><p>60</p><p>Killed by mistake</p><p>61</p><p>Killed by own child</p><p>62</p><p>Killed by own parent</p><p>63</p><p>Killed by particular type of person</p><p>64</p><p>Killed by poisonous fungus</p><p>65</p><p>Killed by poisonous plant</p><p>66</p><p>Killed by pride</p><p>67</p><p>Killed by priest</p><p>68</p><p>Killed by relative</p><p>69</p><p>Killed by soldiers during battle</p><p>70</p><p>Killed by some particular monster</p><p>71</p><p>Killed by strange aliens</p><p>Die Roll</p><p>Manner of Death</p><p>72</p><p>Killed by undead</p><p>73</p><p>Killed by wine or drunkenness</p><p>74</p><p>Killed by wooden object</p><p>75</p><p>Killed for a particular reason</p><p>76</p><p>Killed in a castle</p><p>77</p><p>Killed in a particular place</p><p>78</p><p>Killed in a tavern</p><p>79</p><p>Killed in particular ritual</p><p>80</p><p>Killed in tournament or joust</p><p>81</p><p>Killed near a particular thing</p><p>82</p><p>Killed on particular day of year</p><p>83</p><p>Killed under a particular zodiacal sign (i.e., a particular month or time)</p><p>84</p><p>Killed under moonlight</p><p>85</p><p>Killed underground</p><p>86</p><p>Killed while exploring</p><p>87</p><p>Killed while fishing</p><p>88</p><p>Killed while fleeing</p><p>89</p><p>Killed while hunting</p><p>90</p><p>Killed while leading others badly</p><p>91</p><p>Killed while leading others well</p><p>92</p><p>Murdered</p><p>93</p><p>Sacrificed to a demon</p><p>94</p><p>Sacrificed to a god</p><p>95</p><p>Sacrificed to ancient horror</p><p>96</p><p>Starved to death</p><p>97</p><p>Strangled</p><p>98</p><p>Struck by lightning</p><p>99</p><p>Struck down by gods</p><p>100</p><p>Tortured to death</p><p></p><p>Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other.</p><p><strong>Zombie:</strong> Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). </p><p>Individual Curse Death Magic.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Ghost:</strong> ?</p><p><strong>Vampire:</strong> ?</p><p><strong>Wraith:</strong> Individual Curse Death Magic.</p><p></p><p>Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93671/Tome-of-Horrors-Complete--Pathfinder-Edition?affiliate_id=17596" target="_blank">Tome of Horrors Complete</a>[spoiler]</p><p><strong>Apparition:</strong> A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds.</p><p>Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.</p><p><strong>Bhuta:</strong> When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death.</p><p>Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhuta appears as it did in life.</p><p><strong>Bloody Bones:</strong> Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings.</p><p><strong>Bog Mummy:</strong> Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).</p><p>When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy.</p><p><strong>Bogeyman:</strong> Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories.</p><p><strong>Brykolakas:</strong> Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls.</p><p><strong>Cadaver:</strong> Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example).</p><p><strong>Coffer Corpse:</strong> The coffer corpse is an undead creature formed as the result of an incomplete death ritual.</p><p><strong>Corpse Candle:</strong> Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims’ spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle.</p><p><strong>Crucifixion Spirit:</strong> Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner.</p><p><strong>Crypt Thing:</strong> Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area.</p><p>Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. (Mountains of Madness)</p><p><em>Create Crypt Thing</em> spell.</p><p><strong>Crypt Guardian:</strong> ?</p><p><strong>Darnoc:</strong> Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds.</p><p>The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life.</p><p><strong>Demi-Lich:</strong> A demi-lich is an advanced lich of great power. When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull.</p><p><strong>Demiurge:</strong> The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain.</p><p><strong>Draug:</strong> The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Draug Ship:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Fear Guard:</strong> Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds.</p><p>Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location.</p><p><strong>Fetch:</strong> When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living.</p><p><strong>Fire Phantom:</strong> When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire.</p><p><strong>Fye:</strong> When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye.</p><p><strong>Ghoul Cinder:</strong> A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after the deed.</p><p><strong>Ghoul Dust:</strong> When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies (see City of Brass by Necromancer Games), there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth.</p><p><strong>Ghoul-Stirge:</strong> The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers.</p><p><strong>Grave Risen:</strong> They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen.</p><p><strong>Groaning Spirit:</strong> The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places.</p><p><strong>Hanged Man:</strong> A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged.</p><p><strong>Haunt:</strong> The haunt is the spirit of a person who died before completing some vital task.</p><p><strong>Hoar Spirit:</strong> Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture.</p><p><strong>Huecuva:</strong> Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead.</p><p>The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. (Mountains of Madness)</p><p><strong>Lantern Goat:</strong> Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck.</p><p><strong>Gruff Lantern Goat:</strong> The gruff lantern goat is an advanced-HD lantern goat.</p><p><strong>Lich Shade:</strong> The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade.</p><p>Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife.</p><p><strong>Mortuary Cyclone:</strong> A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally).</p><p><strong>Mummy of the Deep:</strong> It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep.</p><p><strong>Murder Crow:</strong> These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow.</p><p><strong>Murder-Born:</strong> Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit.</p><p><strong>Ooze Undead:</strong> When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze.</p><p><strong>Ooze Vampiric:</strong> The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it.</p><p><strong>Phantasm:</strong> While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil.</p><p><strong>Phasma:</strong> A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result.</p><p><strong>Poltergeist:</strong> Poltergeists are undead spirits that haunt the area where they died.</p><p><strong>Shadow Rat:</strong> ?</p><p><strong>Shadow Rat Dire:</strong> ?</p><p><strong>Rawbones:</strong> A rawbones is an undead creature that comes into being when a tortured person rises from the grave.</p><p><strong>Red Jester:</strong> Red jesters are thought to be the undead form of court jesters having been put to death for telling bad jokes, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has chosen to pay special attention to. The actual truth to their origin remains a mystery.</p><p><strong>Shadow Lesser:</strong> According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows.</p><p>Unlike normal shadows, lesser shadows do not create spawn (though it is rumored that a variant of the lesser shadow can in fact create spawn).</p><p><strong>Skeleton Black:</strong> Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.</p><p><strong>Skulleton:</strong> Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). The skulleton is thought to have been created to frighten off would-be tomb plunderers, or convince them they have defeated the skulleton’s creator rather than a minor servitor and tomb guardian.</p><p>Construction</p><p>A skulleton’s body consists of a humanoid skull and the bones and dusty remains of its body. The false jewels are worthless, but do require a jeweler of some skill to properly cut and mount them to lend them an air of authenticity. Additional rare powders and incense worth 3,500 gp are also needed to complete the process.</p><p>SKULLETON</p><p>CL 9th; Price 8,000 gp</p><p>Requirements animate dead, contagion, fly, stinking cloud, creator must be caster level 9th; Skill Craft (jeweler) DC 15;</p><p>Cost 4,000 gp</p><p><strong>Soul Reaper:</strong> Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation. It is thought that only six or seven of these creatures exist (and most living beings are thankful of that).</p><p><strong>Swarm Raven Undead:</strong> ?</p><p><strong>Swarm Shadow Rat:</strong> A shadow rat swarm is simply a massive number of shadow rats that have cluttered or banded together for survival or food.</p><p><strong>Wight Barrow:</strong> Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds.</p><p>At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. (Mountains of Madness)</p><p>Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. (Mountains of Madness)</p><p><strong>Wight Blood:</strong> When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first).</p><p><strong>Wolf Ghoul:</strong> ?</p><p><strong>Dire Wolf Ghoul:</strong> ?</p><p><strong>Wolf Shadow:</strong> ?</p><p><strong>Zombie Brine:</strong> Brine zombies are the remnants of a ship’s crew that has perished at sea.</p><p>If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Brine zombies are the remnants of a ship’s crew that has perished at sea.If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies.</p><p><strong>Bleeding Horror:</strong> Created by the axe of blood.</p><p>“Bleeding Horror” is an acquired template that can be added to humanoid, monstrous humanoid, magical beast, or outsider that dies as a result of feeding the axe of blood.</p><p>Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes under the command of its creator.</p><p><strong>Bleeding Horror Minotaur:</strong> ?</p><p><strong>Corpsespun Creature:</strong> Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner.</p><p>“Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner.</p><p>Creatures slain by a corpsespinner but not devoured rise in 1 hour as a corpsespun creature.</p><p><strong>Corpsespun Human Fighter 10:</strong> ?</p><p><strong>Corpsespun Minotaur:</strong> ?</p><p><strong>Paleoskeleton Creature:</strong> Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals.</p><p>“Paleoskeleton” is an acquired template that can be added to dinosaur or prehistoric animal.</p><p><strong>Paleoskeleton Triceratops:</strong> ?</p><p><strong>Skeleton Warrior:</strong> The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet.</p><p>“Skeleton Warrior” is an acquired template that can be added to any humanoid creature.</p><p><strong>Human Skeleton Warrior Fighter 13:</strong> ?</p><p><strong>Spectral Troll:</strong> “Spectral Troll” is an acquired template that can be added to any troll.</p><p><strong>Spectral Rock Troll:</strong> ?</p><p><strong>Undead Lord:</strong> “Undead Lord” is an inherited template that can be added to any undead creature.</p><p><strong>Cadaver Lord:</strong> ?</p><p><strong>Zombie Juju:</strong> Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie.</p><p>“Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid.</p><p><strong>Human Juju Zombie Fighter 3:</strong> ?</p><p><strong>Zombie Spellgorged:</strong> It is the ultimate humiliation for a spellcaster to be reduced to a</p><p>mindless, rotting husk used only to store the spells of a rival. Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster.</p><p>“Spellgorged Zombie” is an acquired template that can be added to character capable of casting arcane or divine spells.</p><p>If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. (Mountains of Madness)</p><p><strong>Spellgorged Zombie Sample:</strong> ?</p><p><strong>Phantom:</strong> Phantoms are translucent spirits of creatures that died a particularly violent death.</p><p></p><p><strong>Undead:</strong> Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds.</p><p>A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord.</p><p><strong>Ghoul Lacedon:</strong> A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it.</p><p>When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p><strong>Shadow:</strong> According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. </p><p><strong>Skeleton:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds.</p><p><strong>Spectre:</strong> Any living creature with 16-20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a spectre in 1d4 rounds.</p><p>Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless or consecrate on the corpse before such time.</p><p><strong>Wraith:</strong> Any living creature with 11-15 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a wraith in 1d4 rounds.</p><p><strong>Wraith Dread:</strong> Any living creature with more than 20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a dread wraith in 1d4 rounds.</p><p><strong>Zombie:</strong> When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons.</p><p>Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell).</p><p>When a living creature is placed into the iron maiden and the lid is closed the blades impale the unfortunate victim, causing an agonizing death.</p><p>Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie.</p><p>Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds.</p><p>Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds.</p><p></p><p>Create Crypt Thing</p><p>School necromancy [evil]; Level cleric 7, sorcerer/wizard 7</p><p>Casting Time 1 hour</p><p>Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp)</p><p>Range close (25 ft. + 5 ft./2 levels)</p><p>Target one corpse</p><p>Duration instantaneous</p><p>Saving Throw none; Spell Resistance no</p><p>This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed.</p><p>The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed.</p><p></p><p>Minor Artifact: The Axe of Blood</p><p>Aura necromancy; CL 20th</p><p>Slot none; Weight 6 lb.</p><p>DESCRIPTION</p><p>Legend holds that the axe of blood was lost on a quest to another plane of existence. The axe itself is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double–bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.</p><p>POWERS</p><p>At first blush, the axe appears to be no more than a +1 keen battleaxe and until activated, the axe is just that. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not evil but is instead neutral. Bound inside it is a rather savage earth spirit.</p><p>The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.</p><p>Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. In this ritual, the wielder sacrifices Constitution to the axe. For each point of Constitution sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls (maximum of +5 on each) with the axe. Constitution points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed Constitution is regained. Note that the axe retains its keen quality when powered.</p><p>If the axe is powered to an amount less than the full +5 during the morning ritual and the wielder subsequently wishes that day to power the axe further, he may again wound himself (a full-round action dealing 1d6 points of damage) to sacrifice additional Constitution. In this instance where such a “second feeding” is done, the wielder must sacrifice 2 points of Constitution per additional +1 on attack rolls and weapon damage rolls (up to the same maximum of +5).</p><p>There is a chance that the Constitution sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days or powered in a second feeding, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that Constitution sacrificed to the axe on that day is actually permanent ability drain. This check must be made for each point of Constitution sacrificed to the axe that day.</p><p>If reduced to Constitution 0 as a result of feeding the axe, the wielder becomes a bleeding horror.</p><p>Note: An undead creature can use its Charisma ability score (since it doesn’t have a Con score) to power the axe. Charisma damage heals at the rate of 1 point per day. An undead that reduces its Cha to 0 is destroyed.</p><p>DESTRUCTION</p><p>If a wielder of the axe with the lawful or chaotic subtype and 20 or more Hit Dice willingly uses it to reduce himself to Constitution 0, the axe is destroyed and the slain wielder does not rise as a bleeding horror.[/spoiler]</p><p></p><p><a href="http://froggodgames.com/tome-horrors-4" target="_blank"> Tome of Horrors 4</a>[spoiler]</p><p><strong>Aswang: ?</strong></p><p><strong>Banshee Lesser:</strong> Lesser banshees are the spirits of departed women (especially of elven heritage) that were cruel and evil in life. </p><p><strong>Shadow Dire Bear:</strong> Its origin lies in the strange result of a shadow’s create spawn ability affecting an animal. How such an outcome occurred is anyone’s guess, but sages in the lore of undeath have been unable to recreate it since. </p><p><strong>Bone Delver:</strong> Bone delvers were in life graverobbers that died whilst performing their nefarious tasks. Some may have inadvertently awoken undead creatures in their graves, others were outwitted by cunning traps placed in well protected mausoleums. </p><p><strong>Burning Ghat:</strong> The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. </p><p><strong>Cimota:</strong> Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. </p><p>Cimota are created by evil energy. </p><p><strong>Guardian Cimota:</strong> Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. </p><p>Cimota are created by evil energy. </p><p><strong>High Cimota:</strong> Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. </p><p>Cimota are created by evil energy. </p><p><strong>Dark Custodian:</strong> Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. </p><p><strong>Devouring Mist:</strong> Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. </p><p><strong>Ekimmu:</strong> An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth. </p><p><strong>Flayed Angel:</strong> On some rare occasions when an extremely powerful angel is captured, tortured to death and subjected to particularly vile rituals, dark gods of evil will intervene and prevent that being’s essence from returning to its celestial home, instead trapping it within the mutilated corpse as a horrifyingly profane undead abomination. </p><p>A flayed angel is horribly mutilated, its skin flayed away, its wings crippled, and its head removed. The preparation ritual also involves the introduction of an acidic embalming fluid that mingles with the blood left in its body as a continually-leaking, caustic brew. </p><p><strong>Galley Beggar:</strong> Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. </p><p><strong>Ghirru:</strong> Ghirru are undead efreet, returned to the land of the living by efreeti necromancers through foul and dark magic. </p><p><strong>Glacial Haunt:</strong> The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. The result is a glacial haunt.</p><p><strong>Gloom Haunt:</strong> Gloom haunts are vile evil creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by evil clerics to their vile and dark gods. </p><p><strong>Grave Mount:</strong> The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight rises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study. </p><p><strong>Grey Spirit:</strong> Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. </p><p><strong>Grimshrike:</strong> Grimshrikes are native to a dark demiplane about which little is known other than its terrible history. The place was once vibrant and full of life every bit as diverse and beautiful as the Material Plane. Centuries ago, however, all that changed. Something rent the boundaries between that placid demiplane and the Negative Energy Plane. Dark energies spilled forth unchecked, fouling the very essence of which the demiplane was created. In a matter of hours, all life in that plane ceased to exist. The primary inhabitants of the demiplane, a race of twin-tailed gargoyles, were reanimated as the tortured servants of the nightshades. </p><p><strong>Hooded Horror:</strong> A hooded horror is an undead creature believed to have been created by Orcus in order to subjugate and corrupt paladins and good-aligned priests. Though often found wandering the Undead Lord’s great abyssal palace, the hooded horror itself is not native to that plane, as Orcus created and unleashed them on the Material Plane (if the legends are to be believed). </p><p><strong>Zombie Horde:</strong> Zombies are one of the most used and abused of the mindless undead. Singly, a zombie may be dealt with by experienced adventurers. When gathered together in a horde, these mindless creatures are a terror to behold. </p><p><strong>Kamarupa:</strong> Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. </p><p><strong>Knight Gaunt:</strong> A knight gaunt is an undead creature created when a paladin falls in battle. </p><p><strong>Lurker Wraith:</strong> ?</p><p><strong>Mimic Undead:</strong> Undead mimics are believed to be the result of experimentation on mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond most scholars’ comprehension. </p><p><strong>Ghoul Monkey:</strong> These monkeys often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. </p><p><strong>Mordnaissant:</strong> Occasionally when a gravid woman dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. </p><p><strong>Mummy Asp:</strong> Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Set. </p><p>The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. </p><p><strong>Naga Death:</strong> Death nagas are what remains of dark or spirit nagas slain by powerful negative energy. It is unknown why or how these nagas return as undead versions of their former selves. </p><p><strong>Necro-Phantom:</strong> A creature that dies (either of its own accord or one that is killed) in an area poisoned by necromantic magic sometimes returns to the land of the living as a necro-phantom.</p><p><strong>Oozeanderthals:</strong> Undead creatures created from a lost form of magic.</p><p><strong>Rat-Ghoul:</strong> The foulest form of common vermin, rat-ghouls are abnormally large rats that have been infused with necrotic energy, either from proximity to a source of foulness, or feasting upon necrotic flesh. </p><p>The rat-ghoul is created when normal or dire rats feast on undead flesh, or being inundated with black magic or necrotic forces. </p><p><strong>Screamer:</strong> These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. Whether each of these creatures is the remains of a single fallen soldier or a conglomerate of the scarred psyches of several such casualties remains up for debate </p><p><strong>Shattered Soul Impaled Spirit:</strong> Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. Their souls having not entirely departed the Material Plane, they have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for having forsaken them and allowed them to die in such a ghastly manner. </p><p>Impaled spirits are the ghostly remains of living beings executed through impalement; a brutally slow and extremely painful form of execution. </p><p><strong>Skin Feaster:</strong> When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster.</p><p><strong>Skull Child:</strong> A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. </p><p><strong>Soul Knight:</strong> A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. </p><p><strong>Spider Lich:</strong> The true origin of the spider lich is shrouded in mystery. Scholars argue constantly about its origins and how it came into existence. Some stand by the theory that intelligent giant spiders, perhaps phase spiders or some offshoot race of that dreaded creature, discovered the path to lichdom. Others contend a spider lich is the byproduct of a failed sorcerer’s attempt at lichdom. Still others argue that the spider lich is simply a spellcaster’s chosen form once it achieved lichhood. </p><p>An integral part of becoming a spider lich is the creation of the phylactery in which the creature stores its spirit. The only way to get rid of a spider lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a spider lich can rejuvenate after it is killed. </p><p>The typical spider lich phylactery is a gemstone of not less than 1,000 gp value. The spider lich hides the gemstone in a safe place and wraps it securely in a complex mesh of super strong webbing (DR 10/—, 24 hp). </p><p><strong>Swarm Bone:</strong> A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces in melee. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. </p><p><strong>Swarm Skeletal:</strong> Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. </p><p><strong>Troll Undead:</strong> Sometimes when a troll dies, the evilness within the creature raises it as an undead troll; a mockery of life and even more evil than it was before (if such is possible). </p><p><strong>Undead Elemental Fire:</strong> Occasionally a horrible tragedy befalls a summoned fire elemental such that it is destroyed but is not permitted to return to its plane of origin. When this happens, what can eventually form is a horrendous creature composed of its original element infused with raw negative energy. </p><p><strong>Vampire Spawn Feral:</strong> Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself even in gaseous form. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When the master vampire finally deigns to release its new spawn or it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. </p><p><strong>Wight Sword:</strong> These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. </p><p><strong>Zombie Pyre:</strong> Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their body was taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escape the pyre to wreak its vengeance on the living. </p><p><strong>Zombyre:</strong> A zombyre is a living creature that drowned in the River Styx, reanimated by the magic of the Stygian waters for some unknown purpose. </p><p><strong>Death Knight:</strong> “Death knight” is an acquired template that can be applied to any lawful humanoid or monstrous humanoid with 5 or more Hit Dice.</p><p>Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death. </p><p><strong>Human Death Knight Cavalier 9:</strong> ?</p><p><strong>Undead Horse Mount:</strong> ?</p><p><strong>Meat Puppet:</strong> Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. </p><p>“Meat puppet” is an acquired template that can be added to any corporeal creature (other than an undead) that had a skeletal system at one point, but had its bones extracted or completely crushed.</p><p><strong>Human Meat Puppet:</strong> ?</p><p><strong>Otyugh Meat Puppet:</strong> ?</p><p><strong>Zombie Hungry:</strong> Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. </p><p><strong>Human Zombie Hungry:</strong> ?</p><p></p><p><strong>Undead:</strong> Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living. </p><p><strong>Ghoul:</strong> A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. </p><p><strong>Ghoul Ghast:</strong> A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. </p><p><strong>Vampire:</strong> Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. </p><p><strong>Vampire Spawn:</strong> Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. </p><p><strong>Dread Wraith:</strong> Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds. </p><p><strong>Banshee:</strong> The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds. </p><p><strong>Shadow Animal:</strong> Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/91432/PFRPG-Tome-of-Monsters?affiliate_id=17596" target="_blank">Tome of Monsters</a>[spoiler]</p><p><strong>Apparition:</strong> An apparition is a ghostly visage of someone who died while in the midst of crippling fear.</p><p>Apparitions often arise from those who were tortured and executed, from those who were chased before being slain, from women who were raped before being murdered or from soldiers who turned cowardly on the battlefield.</p><p>Apparitions commonly come into existence in areas inhabited by much more powerful undead, such as vampires and liches.</p><p><strong>Bhoot:</strong> A bhoot was a person who, in life, was wrongfully executed, or driven to commit suicide when they would not have otherwise done so. Because of this wrong, the individual has become a self-aware undead creature, rising from the grave a year after their death.</p><p>On the Indian subcontinent, bhoot is generally used in modern literature to refer to a type of ghost that arises when someone dies a very violent death or leaves behind unfinished business.</p><p><strong>Chindi:</strong> A humanoid of 4 HD or more that is slain by a chindi becomes a chindi in 1d3 days.</p><p>A powerful humanoid that is slain by a chindi will rise as one in 1d3 days unless the slain individual is resurrected, reincarnated, or the remains are buried in a blessed grave sprinkled with holy water.</p><p><strong>Drekavac:</strong> The drekavac (often called simply “the screamer”) is an undead creatures risen from a child that died of violence or neglect before its fifth birthday.</p><p><strong>Nightmarcher:</strong> A humanoid slain by a nightmarcher becomes a nightmarcher the following night.</p><p>The cursed spirits of fallen soldiers.</p><p><strong>Rusalka:</strong> A humanoid child of either sex or an adult female humanoid slain by a rusalka becomes a rusalka the following night. Adult male humanoids and all other creatures slain by a rusalka do not rise as rusalka.</p><p>Rusalka are the spirits of women and children who died by drowning. No one knows why men who die in the same manner do not become rusalka, but there are no documented males other than children.</p><p>Not every woman who drowns will become rusalka, nor every child.</p><p><strong>Scarecrow:</strong> Whenever starvation takes a person, he can rise as a scarecrow if not blessed and buried quickly. Luckily, they do not create spawn when they kill others. They can also be raised by necromancers or evil priests from the bodies of those who died of starvation.</p><p><strong>Scarecrow Wastrel:</strong> These undead can create spawn from those they bite but do not consume. Wastrels are much rarer than common scarecrows and said to come into existence only when a powerful necromancer’s magic is combined with the purposeful starvation of victims.</p><p>Wasting Disease: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of wasting disease rises as a wastrel the next night.</p><p><strong>Ziburnis:</strong> Every time a ziburinis is hit in combat, the phosphorescent moss covering its skeleton releases a cloud of bright green spores, which coat anyone within five feet of the ziburinis. Those coated with the spores must make a DC 12 Fortitude save or the spores attach, sending tendrils into the victim’s flesh. Once this happens, the victim takes 1d3 Strength and 1d3 Constitution damage each round the spores remain until the victim dies. Once the spores are set they can only be removed with a remove disease spell or by burning them off (and the infected victim suffers 2d4 fire damage in the process). The victim then rises the next night as a ziburinis.</p><p>Ziburinis are a hideous form of skeletal undead covered in phosphorescent moss-like plant life. The moss releases deadly spores that attach to a victim and eat the flesh away, and the victim then rises as a ziburinis the next night.</p><p>“Ziburinis” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/114145/Treasures-of-NeoExodus-Claw-of-Xon-PFRPG?affiliate_id=17596" target="_blank">Treasure of NeoExodus: Claw of Xon</a>[spoiler]</p><p><strong>Shadow:</strong> This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living.</p><p>Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on.</p><p></p><p>Claw of Zon</p><p>DESCRIPTION AND CONSTRUCTION</p><p>A Claw of Xon is a terrifying weapon to behold. The weapon’s grip is a plain iron chain flecked with blood and ending in a large metal loop. The head is a smooth and heavy iron ball with four-inch spikes jutting out at regular intervals. A trio of wailing ghostly figures swirl and dance about the head, casting a pale green light over the entire weapon.</p><p>Aura strong necromancy and transmutation; CL 15th</p><p>Slot none; Price 96,015 gp; Weight 10 lbs.</p><p>DESCRIPTION</p><p>This +1 wounding blood iron heavy flail is constantly swarming with spectral images of screaming faces. The tortured screams that emanate from the weapon make stealth impossible for the wielder and cause any creature within 30 ft. of the weapon except the wielder to become shaken. A creature slain by a Claw of Xon has its soul torn from its body and imprisoned within the weapon, up to 3 souls may be imprisoned in this manner. As a standard action, up to three times per day, the wielder of a Claw of Xon can force a soul out of the weapon and control it. The soul has the same stats as a shadow and appears in a square adjacent to the wielder. A creature whose soul is contained within the weapon is not able to be restored to life, even by clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the weapon can a trapped soul be set free.</p><p>CONSTRUCTION</p><p>Requirements Craft Magic Arms and Armor, bleed, cause fear, create greater undead, trap the soul; Cost 48,708 gp[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/181277/Treasury-of-Winter?affiliate_id=17596" target="_blank">Treasury of Winter</a>[spoiler]</p><p><strong>Zombie:</strong> Invader's Bugle magic item.</p><p><strong>Haunt:</strong> ?</p><p><strong>Incorporeal Undead:</strong> ?</p><p></p><p>INVADER’S BUGLE PRICE 59,000 GP</p><p>Slot none; CL 10th; Weight 2 lbs.</p><p>Aura moderate necromancy</p><p>This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further.</p><p>Twice per day as a standard action, the wielder may blast one note on the bugle as a standard action, causing the ground in a 30-foot cone-shaped spread to become muddy and soft, as soften earth and stone. This chilling mud is bitter cold, and creatures beginning their turn within the area must succeed on a DC 13 Fortitude save (DC 15 if they are prone) or take 1d6 points of nonlethal cold damage and become fatigued for 1 minute. Additional failed saves cause damage but do not increase fatigue to exhaustion. After 1 minute, the mud is still cold to the touch but no longer causes damage or fatigue.</p><p>In addition, once per day the trumpet can sound a mournful note, animating corpses within 60 feet of the horn and no more than two feet underground are animated under the control of the wielder, as animate dead, to a maximum of 20 HD worth of creatures. These undead fall into rank behind the sounder of the invader’s bugle and only obey commands to attack, halt, or march; other commands are ignored. These zombies remain animate for 24 hours, though the user can sound the horn again each day to keep them animated. These zombies are covered in frozen mud, gaining fire resistance 10, and when destroyed they collapse into a pile of chilling mud filling their space, as if soften earth and stone had been cast upon that square, and the mud is bitter cold, as described above.</p><p>When used as part of a bardic performance or raging song, an invader’s bugle increases the range of a dirge of doom or frightening tune performances to 60 feet.</p><p>CONSTRUCTION REQUIREMENTS COST 29,500 GP</p><p>Craft Wondrous Item, creator must have 3 ranks in Perform (wind instruments), animate dead, ice storm, soften earth and stone[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/83953/Two-Dozen-Dangers-Curses-PFRPG?affiliate_id=17596" target="_blank">Two Dozen Dangers: Curses</a>[spoiler]</p><p><strong>Ghoul:</strong> A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul.</p><p></p><p>NECROMANCER’S LETHARGY</p><p>Necromancy is the study of the dead, and of the black negative light that animates them. Prolonged exposure to necromantic radiations can have debilitating effects on the body, and all veteran necromancers watch themselves carefully for the first signs of this curse, which always begin with muscular weakness and palsy in the hands.</p><p>Type curse; Save Will DC 22 negates</p><p>Frequency 1/day</p><p>Effect The target suffers 1d4 Dexterity damage per day. A target reduced to 0 Dexterity by this curse suffocates, and returns to unlife as a ghoul.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/84165/Two-Dozen-Dangers-Drugs-PFRPG?affiliate_id=17596" target="_blank">Two Dozen Dangers: Drugs</a>[spoiler]</p><p><strong>Undead:</strong> Ghostwater Drug creation.</p><p></p><p>Ghost Water (spirit water, life water)</p><p>Description: This drug appears as clean, clear water which reflects light in a dazzling manner. It is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. A user can extend their lifespan many years in a very short period with this drug, but it is easy to become addicted and withdrawal from the drug is a terrible thing.</p><p>Drug DC: 30</p><p>Primary Effect: A single dose of this drug extends the limit of each age category of the user by 1 year, as well as the user’s maximum age. Also, the user will not physically age for 1 year after taking a dose.</p><p>Secondary Effect: None.</p><p>Addiction: 2 doses are required to duplicate the effects of a single dose for an addicted creature.</p><p>Withdrawal: A creature suffering from withdrawal from ghost water feels constantly haunted by the souls which were sacrificed in order to extend its life. Strange but minor (and usually disturbing) events constantly happen around such a creature- blood appears on things it touches, screams are heard as it smiles, and so on. The creature must pass a Will save against the drug’s DC in order to gain a restful night’s sleep. Finally, if a creature finally breaks its addiction to ghost water, the work of the drug is undone: overnight, the creature ages a number of years equal to those granted by all of the doses of the drug they have taken in their life, from this addiction and past addictions. The creature’s lifespan remains extended, but this aging process brings it much closer to its death and can even kill a creature that has lived longer than its allotted time.</p><p>Cure: 1 year (365 days) of withdrawal</p><p>Price: 1,000 gp[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/82992/Two-Dozen-Dangers-Haunts-PFRPG?affiliate_id=17596" target="_blank">Two Dozen Dangers: Haunts</a>[spoiler]</p><p><strong>Arcane Rift:</strong> An arcane rift is not a true Haunt, in that no death caused its existence. Rather, an arcane rift is a flaw in the underlying structure of the universe, a place where the laws of magic and causality twist and die. Arcane rifts occur in places where great battles occurred, where dozens of warrior-mages unleashed their spells, where artifacts were forged, and where gods incarnated.</p><p><strong>Baron Culver's Balcony:</strong> Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home.</p><p><strong>Bigot's Spire:</strong> In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd.</p><p>When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke.</p><p><strong>Black Taskmaster:</strong> The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy.</p><p><strong>Boartooth's Righteous Rampage:</strong> When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage.</p><p><strong>Butcher's Hill:</strong> The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away.</p><p><strong>Camel's Graveyard:</strong> There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival.</p><p><strong>Cast Upon the Rocks:</strong> The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau.</p><p><strong>Devil's Anvil:</strong> This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze.</p><p><strong>Donovan's Kiln:</strong> Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded.</p><p><strong>Fatfinger's Last Dance:</strong> Terkin Fatfinger, brigand, rapist, counterfeiter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him.</p><p><strong>Gremlin's Hovel:</strong> ?</p><p><strong>Grigori Chair:</strong> The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness.</p><p><strong>Gut's Revenge:</strong> When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up.</p><p><strong>Judge Wargrave's Bench:</strong> Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free.</p><p><strong>Laughter Freezes:</strong> Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon.</p><p>The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard.</p><p><strong>Mugglesant's Endless Anger:</strong> The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit.</p><p><strong>Old Jonas' Critique:</strong> Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter.</p><p><strong>Purple Pig Tavern:</strong> The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar.</p><p><strong>Rapist's Mile:</strong> This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground.</p><p><strong>Scribe Du Rayneil's Odd Bequest:</strong> The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library.</p><p><strong>Stores of Goodwatch Keep:</strong> Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge.</p><p><strong>Surbicah the Apostate's Stone Pyre:</strong> Long ago, the druidess Surbicah renowned her faith and</p><p>accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery.</p><p><strong>Thirsting Gorge:</strong> Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation.</p><p></p><p><strong>Ghost:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p><strong>Wraith:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p><strong>Undead:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p><strong>Haunt:</strong> When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough…..</p><p>Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/138511/Ultimate-Evil-PFRPG?affiliate_id=17596" target="_blank">Ultimate Evil</a>[spoiler]</p><p><strong>Undead:</strong> Ultimate Cruelty feat.</p><p><strong>Sir Gregar Berengar, Knight of Flames, Hman Graveknight Antipaldin 17:</strong> Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits. </p><p>To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world. </p><p>With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor, </p><p><strong>Morgari:</strong> Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits. </p><p>To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world. </p><p>With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor, </p><p><strong>Moira de Ananke, Banshee Bard 9:</strong> Moira is the ghost of a famous entertainer killed by her husband after he slit her throat so he could be exclusively with his mistress. Before she died she led a very successful career as a bard, playing for famous nobles and wealthy merchants. Since her death she has been solely focused on destroying all men whom she now sees as a curse upon the world. </p><p><strong>Bloodknight:</strong> A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. </p><p><strong>Vampire:</strong> A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. </p><p></p><p>ULTIMATE CRUELTY </p><p>By using your touch of corruption, you can bring back the dead as an undead servitor. </p><p>Prerequisite(s): Cha 19, touch of corruption, cruelty class feature. </p><p>Benefit(s): You can expend 10 uses of touch of corruption to turn a dead creature into an undead creature, as per create undead with caster level equal to your antipaladin level. You must provide the material components or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the 24 hour duration to expire. [/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/82161/Ultimate-Spell-Decks-Obsidian-Twilight-Spell-Cards-PFRPG?affiliate_id=17596" target="_blank">Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)</a>[spoiler]</p><p><strong>Skeleton Animal:</strong> <em>Animate Vermin</em> spell.</p><p><em>Necromancer's Touch</em> spell.</p><p><strong>Zombie Animal:</strong> <em>Animate Vermin</em> spell.</p><p><em>Necromancer's Touch</em> spell.</p><p></p><p><strong>Ghoul:</strong> <em>Transform Dead</em> spell.</p><p><strong>Skeleton:</strong> <em>Undead Crew</em> spell.</p><p></p><p>Animate Vermin</p><p>Necromancy; Level: Clr 0,Sor/Wiz1; Components: V, S, M; Casting Time: 1 action; Range: Short (25 ft. + 5 ft/2 levels); Target: 1 animal corpse; Duration: 1 day/level; Saving Throw: None; Spell Resistance: No</p><p>This spell allows the caster to animate one animal, of no more than one hit die, as per the spell Animate Dead. The corpse will follow simple commands, but is typically useful only for menial tasks and utterly useless in combat. After 1 day per level of the caster, the corpse disintegrates, consumed by the necromantic energies flowing through it.</p><p>Material components: The corpse to be animated and an onyx gem worth at least 5 gp.</p><p></p><p>Necromancer’s Touch</p><p>Necromancy; Level: Clr 7, Sor/Wiz 8; Components: V, S, M; Casting Time: 1 standard action; Range: Touch; Target: Creature touched; Duration: 1 minute/2 levels; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless)</p><p>You bestow upon the creature touched the ability to animate dead, as per the spell of that name, for a number of times equal to your caster level, for the spell’s duration. When the spell expires, any skeletons or zombies created by spell recipient immediately fall under your control. The limit of undead that you may control increases by 4 HD per level of the spell recipient. Undead created by the spell recipient crumble to dust 24-hours after their creation, at which point the total number of HD of undead that you may control reverts to normal.</p><p>Material Components: The hand of a slain necromancer.</p><p></p><p>Transform Dead</p><p>Necromancy [Evil]; Level: Sor/Wiz 6; Components: V, S, M; Casting Time: Whole round; Range: Touch; Target: One zombie; Duration: Instantaneous; Saving Throw: Fortitude negates; Spell Resistance: Yes</p><p>The caster touches a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul.</p><p>Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls.</p><p>Material Components: A bone from a ghoul and a black onyx gem worth at least 100 gp.</p><p></p><p>Undead Crew</p><p>Necromancy; Level: Brd 5, Sor/Wiz 6; Components: V, S, M; Casting Time: 10 minutes; Range: Close (25 ft. + 5 ft./2 levels); Target: One ship; Duration: 1 hour/level. Concentration discharge (D); Saving Throw: None; Spell Resistance: No</p><p>This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead will automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew though encouraging singing of sea songs. Up to 5 undead crew men may be summoned per caster level. These crewmen are treated as Medium-sized skeletons with the additional ability of Profession (sailor) +5. These crewmen will not fight or otherwise engage an enemy in combat, though they can and will operate ballistae or catapults, firing such machinery as Ist-level warriors.</p><p>Material Components: The bones or remains of at least 5 drowned men.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/64339/Undefeatable-3-Bards-PFRPG?affiliate_id=17596" target="_blank">Undefeatable 3: Bards</a>[spoiler]</p><p><strong>Undead:</strong> Dance of the Dead feat.</p><p></p><p>DANCE OF THE DEAD</p><p>Your movements and rhythm has the power to enervate all that watch you, including the dead!</p><p>Prerequisite: Bard Level 12th</p><p>Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.</p><p>Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Peroformance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/79155/Undefeatable-12-Arcane-Archer-PFRPG?affiliate_id=17596" target="_blank">Undefeatable 12: Arcane Archer</a>[spoiler]</p><p><strong>Skeleton:</strong> Necrotic Arrow feat, Arcane Archer level 3</p><p><strong>Zombie:</strong> Necrotic Arrow feat, Arcane Archer level 5</p><p><strong>Ghoul:</strong> Necrotic Arrow feat, Arcane Archer level 7</p><p><strong>Ghast:</strong> Necrotic Arrow feat, Arcane Archer level 9</p><p></p><p>Necrotic Arrow</p><p>Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!</p><p>Prerequisite: Arcane Archer Level 3rd</p><p>Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/79582/Undefeatable-13-Assassin-PRPG?affiliate_id=17596" target="_blank">Undefeatable 13: Assassin</a>[spoiler]</p><p><strong>Skeleton:</strong> Murderous Necromancy feat.</p><p><strong>Zombie:</strong> Murderous Necromancy feat.</p><p></p><p>Murderous Necromancy</p><p>Your death attacks cause your victims to become your undead servants.</p><p>Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead</p><p>Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/81401/Undefeatable-20-Shadowdancer-PFRPG?affiliate_id=17596" target="_blank">Undefeatable 20: Shadowdancer</a>[spoiler]</p><p><strong>Shadow:</strong> Spawn of the Shadows feat.</p><p></p><p>Spawn of the Shadows</p><p>You may create ephemeral shadows which do your bidding from those you slay while in the shadows.</p><p>Prerequisites: Shadowdancer level 6th</p><p>Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/89769/Undefeatable-The-Collected-Feats-Sourcebook-PFRPG?affiliate_id=17596" target="_blank">Undefeatable: The Collected Feats Sourcebook</a>[spoiler]</p><p><strong>Undead:</strong> Dance of the Dead feat.</p><p><strong>Skeleton:</strong> Murderous Necromancy feat.</p><p>Necrotic Arrow feat, Arcane Archer level 3</p><p><strong>Zombie:</strong> Murderous Necromancy feat.</p><p>Necrotic Arrow feat, Arcane Archer level 5</p><p><strong>Ghoul:</strong> Necrotic Arrow feat, Arcane Archer level 7</p><p><strong>Ghast:</strong> Necrotic Arrow feat, Arcane Archer level 9</p><p><strong>Shadow:</strong> Spawn of the Shadows feat.</p><p></p><p>DANCE OF THE DEAD</p><p>Your movements and rhythm has the power to enervate all that watch you, including the dead!</p><p>Prerequisite: Bard Level 12th</p><p>Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance.</p><p>Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Performance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).</p><p></p><p>Murderous Necromancy</p><p>Your death attacks cause your victims to become your undead servants.</p><p>Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead</p><p>Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.</p><p></p><p>Necrotic Arrow</p><p>Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them!</p><p>Prerequisite: Arcane Archer Level 3rd</p><p>Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.</p><p></p><p>Spawn of the Shadows</p><p>You may create ephemeral shadows which do your bidding from those you slay while in the shadows.</p><p>Prerequisites: Shadowdancer level 6th</p><p>Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/236679/Vathak-Terrors-Cured-of-Ursatur?affiliate_id=17596" target="_blank">Vathak Terrors: Cured of Ursataur</a>[spoiler]</p><p><strong>Anna's Forgotten:</strong> In the hills above Ursatur, a vindari doctor named Anna Schafer worked frantically to find a cure for the Plague of Shadows. From the city’s poorest corphans to members of ancient noble houses, everyone approached Doctor Schafer for treatment. Some blame her for the deaths of many poor bhriota and romni children as she tried experimental treatments, while others choose to focus on the children she saved and believe each time she failed was a personal tragedy.</p><p>In either case, hundreds of children under Schafer’s care eventually died either from the Plague of Shadows or from side effects of her treatments. Although the death toll has long haunted the memories of Ina’oth, darker rumors began stirring following Doctor Schafer’s canonization as St. Anna.</p><p><strong>Extergeist:</strong> During the Plague of Shadows, Inaothians tried many rituals to ward off the disease, but among the most effective was simply staying clean and washing regularly. However, even cleanliness can be dangerous in large amounts and the horrible pressure of the Plague of Shadows was not conducive to measured responses.</p><p>Many who died as a result of their own attempts to avoid the plague linger as extergeists, bound to Vathak by their desire to avoid diseases that can no longer take hold in their bodiless forms. Although many extergeists applied questionable tonics or applied harsh alchemical agents to clean themselves, others simply couldn’t bring themselves to eat possibly contaminated food or suffered an accident trying to avoid the infected.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/148088/Vathak-Terrors-Horrors-of-Halsburg?affiliate_id=17596" target="_blank">Vathak Terrors Horrors of Halsburg</a>[spoiler]</p><p><strong>Vaquire:</strong> In an effort to further advance the vampire race, Ivar von Houlsmann recently conducted several experiments designed to prevent vampires that were submerged in running water from being destroyed. Some of von Houlsmann’s more successful trials involved exposing his spawn to a cocktail of alchemical reagents and spells before casting them into a river: they still dissolved, but the chemical reaction preserved their undead spirits, merging them with the water that had disintegrated their bodies and devastated their minds. This result was not von Houlsmann’s ultimate objective, however, so he abandoned each of the watery undead once they were created. Thus, the first vaquires were born.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/172275/Veranthea-Codex-Radical-Pantheon?affiliate_id=17596" target="_blank">Veranthea Codex Radical Pantheon</a>[spoiler]</p><p><strong>Veradardzy Unique Advanced Totenmaske:</strong> ?</p><p><strong>Death's Child:</strong> The Grim Reaper has countless offspring across Veranthea, both above and below the surface of the world, but few are as large and dangerous as Death’s Child.</p><p><strong>Bhrasta Unique Advanced Sayona:</strong> ?</p><p><strong>Darisodhaka Unique Chosen Pale Stranger:</strong> This favored scion of the Grim Reaper was once a legendary Dragonminded that quelled the forces of the dark deities but finally lost his life in a disastrous suicidal mission during a raid on the Impossibules Clan underneath Trectoyri. Renouncing Sciemaat the Shattered with his dying breath, Darisodhaka reached out to Death and was found to be a kindred soul. Raised as a powerful gunslinger, the undead has since been the Divine Terminator’s explorer, sent to The Veil to discover what lay behind the obscured walls of the Tesseract.</p><p><strong>Pattedari Unique Geist:</strong> While traveling through an abandoned Trekth enclave an entire adventuring party of leugho fell prey to ancient, powerful traps left by the progenitors. Their fractured minds and the combined potency of thousands of fragmentary souls drew Death’s attention when it coalesced as a geist and seeing the potential for such a resolute will, the Grim Reaper took it into its deific confidence.</p><p><strong>Yodha Unique Giant Dread Gholdako:</strong> Once the leader of a cyclopean kingdom that reigned beneath the surface of Veranthea thousands of years in the distant past, Yodha saw the end of her peoples’ civilization with the coming of the Trekth. Sacrificing all of the souls of their slaves to Death, the giants became servants to the Grim Reaper and its primary footsoldiers in what would become the Dead Empire.</p><p><strong>Cora Zlodej Unique Chosen Gaki:</strong> The goblin thief Cora Zlodej was quickly outed by her human accomplices when the Dynasty Purges came to Urethiel and among the first to be slain. Her spirit—consumed with the greed that plagued so much of her mortal life—changed into a gaki.</p><p><strong>Boris the Green Avenger Lich Giant Half-Orc Sorcerer 6/Barbarian 1/Dragon Disciple 10:</strong> </p><p><strong>H'Gal, Grand Lich of Proxima 3 Licj Necromancer 13:</strong> H’gal managed to finally blend artifice and magic when he created his phylactery—an arcane womb of sorts, the alterran transformed one of his species’ repurposing vats into his means of unending rebirth. From the outside this grey metal cylinder looks like a column or barrel, but the inside is scribed heavily with the runes and immaterial anchors required to draw H’gal back from the Abyss, that he may fulfill his dark purposes.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/103386/Villainous-Pirates?affiliate_id=17596" target="_blank">Villainous Pirates</a>[spoiler]</p><p><strong>Poltergeist Bard 2 Old Benaz:</strong> In life, Old Benaz served as a pirate and met his demise at the end of the cat after stealing rations. Pining after his long‐suffering wife his soul rested uneasily, returning as a gruesome poltergeist.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/92095/Villains-II?affiliate_id=17596" target="_blank">Villains II</a>[spoiler]</p><p><strong>Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3:</strong> ?</p><p><strong>Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3:</strong> ?</p><p><strong>Vilran Azanae Elf Vampire Wizard 14:</strong> After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire.</p><p><strong>Paradar Levien Human Lich Sorcerer 15:</strong> Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings.</p><p><strong>Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8:</strong> Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments.</p><p>Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/193326/Westbound?affiliate_id=17596" target="_blank">Westbound</a>[spoiler]</p><p><strong>Undead:</strong> The unburied dead are not only a vector for mundane disease, but may become hosts to undead maladies.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/180481/Winters-Roar-Vikmordere-Bestiary?affiliate_id=17596" target="_blank">Winter's Roar Vikmordere Bestiary</a>[spoiler]</p><p><strong>Aptrgangr Lake:</strong> Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days.</p><p>The frigid waters of Serpent Lake hold many dangers. Vikmordere legend claims a portal to the underworld lies deep beneath its surface. True warriors fear drowning here above all other deaths, for a warrior touched by the dark abyss is forever beyond the reach of the Ancestor Spirit. These cursed wretches become lake aptrgangr, driven only by a desire to draw others into the deep.</p><p><strong>Aptrgangr Land:</strong> Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.</p><p>Vikmordere warriors loathe the dishonorable. Cruel leaders sentence cowards and traitors to torturous ritual deaths, before leaving the body for scavengers. If the restless spirit is sufficiently strong, it can permanently possess one of the creatures devouring its corpse. The foul beast becomes the receptacle for the soul, gaining the ability to reanimate the half-eaten body, crush the wills of lesser beasts, and even usurp control over the bodies of others. However, the true spirit and will of the undead lies forever within the familiar.</p><p><strong>Vaettir:</strong> The bone-chilling cold of the region breeds desperation. When supplies run low, hard choices are made. These decisions can be as simple as theft or as terrible as murderous cannibalism. Those that survive carry the guilt and pain of their actions for the rest of their lives, often remaining forever silent regarding their crimes. Those that die regardless sometimes arise as vættir, forever mindlessly guarding the place where they sinned and died.</p><p><strong>Vereri Stalker:</strong> Vereri stalkers are the assassins and bounty hunters created to serve powerful liches and evil witches.</p><p><strong>White Wailer:</strong> When a witch is burned alive on ground that has not been properly sanctified, a white wailer can arise from her tortured screaming soul. This most often happens when an ignorant superstitious populace takes matters in their own hands, and so the unlucky witch can just as easily be good or evil.</p><p></p><p><strong>Wight:</strong> Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days.</p><p>Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.[/spoiler]</p><p></p><p>World of Aruneus 001 Contagion Infected Human Zombies[spoiler]</p><p><strong>Zombies Contagion Infected Human:</strong> These creatures are a special type of undead Humans who have been infected by the Contagion. Once a Human has been bitten by a Contagion Infected Zombie, they themselves will turn in a matter of hours or at best, days.</p><p>A single bite from a Contagion Infected Zombie will infect any Human bitten.</p><p>If a Human is bitten by a Contagion Infected Zombie they will die within 1d20+4 hours. Chance of transmission of the Contagion is always 100%.</p><p>A successful Will save (DC 20) will add an additional 1d10 hours of life. Once dead, the victim will reanimate as a Contagion Infected Zombie in 1d4 hours.</p><p>Once a Human has contracted the Contagion they cannot be healed by any normal or magical means except the Vial of Life or a Miracle or Wish (not a Limited Wish).</p><p>Once a Contagion infected Human has died, they cannot be resurrected. They will always reanimate as a Standard Contagion Infected Zombie. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/139295/World-of-Obsidian-Apocalypse-Life-After-Undeath-PFRPG?affiliate_id=17596" target="_blank">World of Obsidian Apocalypse: Life After Undeath</a>[spoiler]</p><p><strong>Calix Sabinus, Vampire Lord Lich:</strong> ?</p><p><strong>Asi Magnor:</strong> ?</p><p><strong>Riven:</strong> For a PC to become riven, he must die and his player must succeed on a level check at the moment of death. This check represents the force of will required to preserve the connection between soul and body in death. Riven call this moment “rejecting the Threshold.”</p><p>Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is 25 or greater, then the character becomes riven.</p><p>After the Battle of the Black Crescent, Calix Sabinus realized something curious. A few of his mortal slave soldiers should have died battling the forces of Asi Magnor, but they did not. The vampire lord quickly ascertained that they were intelligent undead—these ones called riven.</p><p>The Undead Wars generated many riven.</p><p><strong>Sundered:</strong> Sometimes an individual cannot reject the Threshold, but possesses too strong a will to simply dissipate into the ravaged world-aura of Abaddon. These disembodied souls are the sundered.</p><p>For a PC to become sundered, she must die and her player must succeed on a level check at the moment the soul separates from body. This check represents the force of will required to preserve individuality and sanity. Sundered call this moment “the Collection.”</p><p>Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is less than 25, then the character dies normally. If the result is 25 or greater, then the character becomes sundered.</p><p><strong>Boss Petward Mazebane, Risen Fighter 8:</strong> ?</p><p><strong>Shackles Brash Shieldhart, Risen Rogue 9:</strong> ?</p><p><strong>Whip Udoorin Wyvernjack, Risen Rogue 7:</strong> ?</p><p><strong>Cage Cruneiros Swordhand, Risen Barbarian 8:</strong> ?</p><p><strong>Eiltranna Gemviper, Sundered:</strong> ?</p><p><strong>Ianven Firepeak, Risen:</strong> ?</p><p><strong>Rician Swordheart, Risen:</strong> ?</p><p><strong>Crulannan Tombstone, Risen:</strong> ?</p><p><strong>Panrry Dragonsbane:</strong> ?</p><p><strong>Zanian Tigerhelm:</strong> ?</p><p><strong>Riclannan Youngsoul:</strong> ?</p><p><strong>Crurry Darkbane:</strong> ?</p><p><strong>Leogeon Taletreader:</strong> ?</p><p><strong>Mayor Sharil Legendblood, Riven Fighter 15:</strong> ?</p><p><strong>First Councilor Wielorin Fiedlorsdottir, Sundered Aristocrat 7:</strong> ?</p><p><strong>Host Councilor Walry Shipsail, Sundered Fighter 6:</strong> ?</p><p><strong>Guard Captain Vicgold Loyolar, Sundered Paladin 4:</strong> ?</p><p><strong>Master Kevturnal Emeraldeye, Riven Wizard 7:</strong> ?</p><p><strong>Mystic Marrath Outrunner, Sundered Sorcerer 5/Sundered 8:</strong> ?</p><p><strong>Occluded Neristranna Shortcloak, Riven Alchemist 8:</strong> ?</p><p><strong>Visionary Xanorin Dragonskin, Sundered Oracle 6:</strong> ?</p><p><strong>Commander Graaver Catacomb, Riven Magus 7:</strong> ?</p><p></p><p><strong>Ghost:</strong> ?</p><p><strong>Lacedon:</strong> ?</p><p>[/spoiler]</p><p></p><p><a href="https://www.drivethrurpg.com/product/78144/World-of-Obsidian-Twilight-PFRPG-Preview?affiliate_id=17596" target="_blank">World of Obsidian Twilight (PFRPG) Preview</a>[spoiler]</p><p><strong>Asi Magnor, Mummy:</strong> ?</p><p><strong>Calix Sabinus, Vampire Lich:</strong> He studied, frenziedly, lost, forgotten and forbidden arts before finally empowering himself, going beyond the vampiric to also become a lich.</p><p><strong>Kalbna, Ghast:</strong> ?</p><p></p><p><strong>Undead:</strong> From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year.</p><p>Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky.</p><p>Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased.</p><p><strong>Ghost:</strong> The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be.[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Magazines[spoiler]</p><p></p><p>Claw Claw Bite[spoiler]</p><p><a href="https://www.drivethrurpg.com/product/92329/Claw---Claw---Bite--Issue-18?affiliate_id=17596" target="_blank">Claw Claw Bite 18</a>[spoiler]</p><p><strong>Undead:</strong> Of course, if they do happen to die in the night on Pellatarrum, there is an increased chance the victim will return as an undead.</p><p>Battles at night on Pellatarrum will carry greater casualties for both sides, with the increased possibility of the dead coming back as undead.</p><p>Only an idiot fights the undead at night on Pellatarrum. They are stronger, do more damage, and have increased chances of turning you and your friends into abominations.</p><p><strong>Ghost:</strong> On a related note, if you're caught outdoors at night, don't bang on the door asking to be let in. You won't be, because you're clearly an undead who wants to feast on the souls of those indoors. If you're still alive in the morning, they'll take you to the local church for healing, because if they take you in, and you die later that night, you might return as a ghost and blame them for your death.</p><p><strong>Drelnza, Vampire Warrior Maiden:</strong> ?</p><p><strong>Suffering Soul:</strong> ?</p><p>[/spoiler]</p><p>[/spoiler]</p><p></p><p>Kobold Quarterly[spoiler]</p><p><a href="http://www.drivethrurpg.com/product/98313/Kobold-Quarterly-Magazine-20?affiliate_id=17596" target="_blank">Kobold Quarterly 20</a>[spoiler]</p><p><strong>Endrian's Shade, Human Ghost Paladin 5:</strong> Fifty years ago, the paladin Endrian died so far from his home plane that his gods could not find him. His soul has since wandered the planes unable to find his way to a more palatable eternity.</p><p><strong>Pishtaco:</strong> The unquiet souls of conquerors who commit atrocities against native people sometimes give rise to pishtacos, undead who spirit away locals and butcher them for their organs and fat.</p><p><strong>Undead:</strong> A circle of once-sacred stones has been corrupted and spawns undead from those who die nearby and corrupts benign plants into evil, aggressive flora.[/spoiler]</p><p>[/spoiler]</p><p></p><p>Pathways [spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/88913/Pathways-1?affiliate_id=17596" target="_blank">Pathways 1</a>[spoiler]</p><p><strong>Ziburinis:</strong> The Ziburinis is a type of skeletal undead that rises from those who die in dark forests.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/91112/Pathways-3-PFRPG?affiliate_id=17596" target="_blank">Pathways 3</a>[spoiler]</p><p><strong>Kalil Tamar Human Ghost Antipaladin 16:</strong> Kalil Tamar shared the rule of the Satrapy of Ata’Tamar with his brother, Tayib the Good until insidious lies shattered the trust they shared, filling Kalil’s soul with hate and desire for vengeance. The brothers’ armies met in battle on the blood red plains of Ferr.</p><p>Thousands of young men were buried under the cairns in the field. Kalil and his brother were among them. Kalil’s ghost, still burning with misplaced rage, haunts the Cairn Fields of Ferr taking out its wrath on those who seek treasures on this ancient battleground.</p><p><strong>Abandoned Soldier Haunt:</strong> The dead outnumbered the living on the bloody battlefield and many corpses began to rot before they could be buried. After a week, the living abandoned the grisly task of burying their kin. Although there are hundreds of these unburied corpses, haunts manifest around only a dozen.</p><p><strong>Solid Phantoms:</strong> ?</p><p><strong>Cairns Without End:</strong> Over the years, many grave robbers have gotten lost in the cairn fields. The sheer horror they experienced before they felt the fingers of the undead at their throats provided sufficient negative energy to manifest as a new haunt.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/92845/Pathways-5-PFRPG?affiliate_id=17596" target="_blank">Pathways 5</a>[spoiler]</p><p><strong>Dread Revenant Creature:</strong> A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake.</p><p>“Dread revenant” is an acquired template that can be added to any living corporeal creature</p><p><strong>Dread Revenant Roper:</strong> ?</p><p><strong>Mukurokoori:</strong> Similar to zombies, mukurokoori are animated corpses brought to life in order to serve evil powers of cold and ice.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/93623/Pathways-6-PFRPG?affiliate_id=17596" target="_blank">Pathways 6</a>[spoiler]</p><p><strong>Osirion Mummy:</strong> “Osirion mummy” is an acquired template that can be added to any living, corporeal creature.</p><p><em>Canopic Conversion</em> spell.</p><p>Canopic Conversion Trap</p><p></p><p>Canopic Conversion</p><p>School necromancy [death, evil];</p><p>Level cleric/oracle9, sorcerer/wizard 9</p><p>Casting Time 1 round</p><p>Components V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target)</p><p>Range close (25 f. + 5 f./2 levels)</p><p>Target one creature</p><p>Duration instantaneous</p><p>Saving Throw Fortitude half;</p><p>Spell Resistance yes</p><p>This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Osirion mummy template.</p><p>The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy.</p><p>Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Will DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable.</p><p></p><p>Canopic Conversion Trap CR 10</p><p>Perception DC 34; Disable Device DC 34</p><p>Effects</p><p>Trigger touch Reset automatic</p><p>Effect spell effect (canopic conversion, caster level 18; 18d6 damage, on death creates mummy; DC 28 Fortitude half;[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/95504/Pathways-8-PFRPG?affiliate_id=17596" target="_blank">Pathways 8</a>[spoiler]</p><p><strong>Dread Revenant:</strong> Dread revenants are driven by the deities of wrath and vengeance. A dread revenant rises from the grave to hunt and kill its murderer, or who in life it perceived to be its murder, for a revenant is driven by a roaring rampage of revenge, not a quest for justice.</p><p>“Dread Revenant” is an acquired template that can be added to any living corporeal creature.</p><p><strong>Dread Revenant Fire Giant:</strong> “The shapeshifting bastard, who had taken the form of my husband, slew me in my wedding bed. He then disguised as my chieftain and led my tribe through a trap that left them trapped between the seconds in the depths of the Obsidian Sea which lies in the lightless lands beneath Questhaven. They remain trapped there till this day. But for me there was no simple deathless sleep, trapped in time. No, my hate and grief touched Our Vicious Brother of Destruction and he sent me back for my revenge upon this nameless trickster.”</p><p>Excerpt from The Tragic Tale of Sinmara Surtdottier by Qwilion of Questhaven.</p><p><em>Animate Dead Revenant</em> spell.</p><p></p><p>Animate Dread Revenant</p><p>School: Necromancy [Evil]; Level: Clr 9, Sor/Wiz 9</p><p>Casting Time: 1 standard action</p><p>Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the dread revenant)</p><p>Range: Touch</p><p>Target: One corpse</p><p>Duration: Instantaneous</p><p>Saving Throw: None(see text); Spell Resistance: no </p><p>You can only cast this spell on the corpse of one creature that has been slain by another living creature; it animates gaining the dread revenant creature template. If the subject's soul is not willing to return (it has no desire for vengeance), the spell does not work; therefore, a subject that wants to return receives no saving throw. The living creature that killed the dread revenant is the subject of its reason to hate special ability. Until that creature has been slain you cannot cast this spell again.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/102794/Pathways-16-PFRPG?affiliate_id=17596" target="_blank">Pathways 16</a>[spoiler]</p><p><strong> Balor Lord Gahlgax Atarrith:</strong> Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long-forgotten balor did nothing of the sort, Gahlgax manipulated and miss-reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him.</p><p>Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons.</p><p><strong>Gravenknight Marilith Antipaladin 2 Sword of Orcus:</strong> ?</p><p><strong>Spectral Tarantella:</strong> The souls of the two prostitutes Madam Matilda murdered during the dance haunt this room.</p><p><strong>Mek'Madius Human Lich Wizard 15:</strong> The Obelisk Order arrived at the projected impact location of the Shard of the Sun, faced one another and began the most powerful spell ever cast by mortals. Just as the Shard of the Sun appeared overhead, Mek’Madius sacrificed his nine apprentices and began a powerful spell of his own. The Obelisk Order was unable to stop him as their ritualistic arcane protection spell required they stay focused only on the Shard of the Sun. Mek’Madius focused the soul energy into a powerful absorption spell, attempting to siphon off a portion of the magical and radiant energy from the Shard. But Mek’Madius’s evil and selfish acts came with a price; as a fragment of the Shard of the Sun broke off and tumbled toward the earth, Mek’Madius’s very soul was drawn into the fragment. Mek’Madius’s selfishness and reckless abuse of power had transformed him into an undead creature, permanently bound to the fragment, destined to experience his living death in utter isolation.</p><p>Mek’Madius’s phylactery is not one he made by choice. Mek’Madius was reckless and utilized souls to engage his absorption spell, which in turn channeled energy through his own soul. At the same time as he completed his energy absorption, the Obelisk Order repelled the Sun Shard from impacting the planet, causing fragments to break off.</p><p>One of the largest fragments reflected the energy absorption back into Mek’Madius, pulling his soul out of his body. His soul was sucked into the sky and slammed into the fragment as it plummeted toward the earth. Mek’Madius had been transformed into a lich, and the fragment of the Shard of the Sun his phylactery. The entire event was a complete mistake, but he soon would come to see this curse as a blessing in disguise.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/105523/Pathways-18-PFRPG?affiliate_id=17596" target="_blank">Pathways 18</a>[spoiler]</p><p><strong>Ghoul:</strong> Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).</p><p>To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.</p><p><strong>Ghast:</strong> Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast).</p><p>To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/106485/Pathways-19-PFRPG?affiliate_id=17596" target="_blank">Pathways 19</a>[spoiler]</p><p><strong>Witchfire Creature:</strong> The fell powers of undeath rejoice when an exceptionally vile female monstrosity dies (especially hags and witches), transforming these wicked crones into incorporeal undead known as witchfires. </p><p>“Witchfire” is an acquired template that can be added to any living, intelligent, female creature.</p><p><strong>Mabyn The Burning Silence:</strong> ?</p><p><strong>Black Shuck:</strong> It was many centuries ago that Black Shuck came to our world, brought on the tides of the Ancestor People of the Vikmordere. The tales of his origins are as lost as the beast itself, which wanders the land of the living, bringing only fear and death to the countryside. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/107784/Pathways-20-PFRPG?affiliate_id=17596" target="_blank">Pathways 20</a>[spoiler]</p><p><strong>Iron Lich:</strong> Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength. Only the iron lich’s skull, floating inside its metallic hood, betrays its mortal origins, and announces its fell nature.</p><p>“Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich.</p><p><strong>Soultill Iron Lich Human Sorcerer 7 Harrower 7:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/109795/Pathways-22-PFRPG?affiliate_id=17596" target="_blank">Pathways 22</a>[spoiler]</p><p><strong>Screaming C:</strong> Sometimes, when a gifted bard or other performer dies a sudden, unjust death, she creates a note of pure anguish that outlives her and seeks to inflict the pain of her demise on others. </p><p></p><p><strong>Poltergeist:</strong> The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them. </p><p>A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/110806/Pathways-23-PFRPG?affiliate_id=17596" target="_blank">Pathways 23</a>[spoiler]</p><p><strong>Scorched Skeleton:</strong> Mek’Madius created this spell in an attempt to make a type of minor lich that was powered by the Fragment of the Sun Shard. They would be powerful, but not so powerful that he couldn’t control them. He wanted to create a new race of underlings, as the Aquamia was reticent to join him, and his shard-blessed creatures are not on his par intellectually. He wanted them to be able to think and reason like he did. Try as he might, he failed, leaving a trail of dead bodies in his wake. These bodies were taken and thrown into the cave system below the hideout and left to rot. </p><p>He began trying the spell with non-mages, hoping that a warrior would spawn as a lich and could be taught. This failed as well. While Mek’Madius didn’t achieve his goal, he did create something new. What he accomplished was the creation of quasi-intelligent undead that could remember some of their previous life, but not everything. These new creatures remember some of their training and some of the skills that they learned while they were alive, but their deeper memories, such as their name, the place they were born, or who their families are, are completely wiped away. </p><p><em>Curse of the Scorched Mind</em> spell.</p><p></p><p><strong>Undead:</strong> A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died--a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse. </p><p></p><p>Curse of the Scorched Mind </p><p>School Necromancy (evil); Level Sorcerer/Wizard 7 </p><p>Casting Time 10 minutes </p><p>Components V, S, M (Fragment of the Sun Shard) </p><p>Range Touch </p><p>Target One living creature touched </p><p>Duration Instantaneous </p><p>Saving Throw Fortitude partial; Will negates (see text); Spell Resistance No </p><p>This spell takes a small piece of the Sun Shard Fragment’s power and transfers it through Mek’Madius and into his target, killing the target unless it succeeds on a DC 23 Fortitude save. A successful save means the target still takes 7d6 of fire damage. A failed Fortitude save means that the target must then make a DC 23 Will save, or else its soul is trapped in its body as a pseudo-intelligent undead. </p><p>This spell functions like animate dead, except that it creates an advanced type of burning skeleton called a scorched skeleton. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/115288/Pathways-27-PFRPG?affiliate_id=17596" target="_blank">Pathways 27</a>[spoiler]</p><p><strong>Unrotten Grott:</strong> The ogre Grott belonged to one of the Sisters of Black Ice until the crag linnorm Ponddraxithoss slew it, and the negative energies infusing the northlands brought the ogre’s body back to unlife as a frozen corpse creature.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/116307/Pathways-28-PFRPG?affiliate_id=17596" target="_blank">Pathways 28</a>[spoiler]</p><p><strong>Lostling:</strong> Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness. </p><p>“Lostling” is an acquired template that can be added to any corporeal creature.</p><p>Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days. If a lostling creature is CR 11 or higher this changes to 1d4 rounds. [/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/119886/Pathways-31-PFRPG?affiliate_id=17596" target="_blank">Pathways 31</a>[spoiler]</p><p><strong>Red Jester Creature:</strong> Red jester creatures are the undying remnants of court jesters who were executed by their ruler, but beware: humans are not the only race to employ fools. Some legends tell that Orcus, Demon Prince of the Undead creates them to serve as his court fools, though he often takes them out once he grows bored with them.</p><p>“Red Jester” is an acquired template that can be added to any creature with an Intelligence of 13 or higher and the ability to draw cards from a deck of many things.</p><p><strong>The Court Fool of Orcus:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/123375/Pathways-33-PFRPG?affiliate_id=17596" target="_blank">Pathways 33</a>[spoiler]</p><p><strong>Gnoll Bloody Skeleton Corpse Companion:</strong> ?</p><p><strong>Zombie Gnoll:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/125248/Pathways-34-PFRPG?affiliate_id=17596" target="_blank">Pathways 34</a>[spoiler]</p><p><strong>Myvainir Sehiatier Skeletal Champion Elf Wizard 3/Cleric 3/Mystic Theurge 4:</strong> A depraved lover of death, Myvainir Sehiatier was executed by his elven brethren for certain abominable practises. Returned to unlife by his faithful, undying servants he now stalks the world wreaking his revenge on all those with elven blood he encounters.</p><p>Not all Myvainir's work was destroyed when he was executed, though. A few of his trusted, sentient servants survived. Following his exacting instructions they set about returning their master to unlife.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/129268/Pathways-38-PFRPG?affiliate_id=17596" target="_blank">Pathways 38</a>[spoiler]</p><p><strong>Dread Banshee Creature:</strong> Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed.</p><p>“Dread banshee” is an acquired template that can be added to any living, intelligent female creature.</p><p><strong>Rhysslra the Releaser Dread Banshee Serpentfolk:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/130677/Pathways-39-PFRPG?affiliate_id=17596" target="_blank">Pathways 39</a>[spoiler]</p><p><strong>Arlon Ghast Wizard 5:</strong> He fell foul to the depraved minions of a necromancer.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.</p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/138319/Pathways-43-PFRPG?affiliate_id=17596" target="_blank">Pathways 43</a>[spoiler]</p><p><strong>Dread Crucifixion Spirit Creature:</strong> Like normal crucifixion spirits, dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly on clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such ghastly manners.</p><p>“Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther).</p><p><strong>Malaki the Martyr Dread Crucifixion Spirit Advanced Gargoyle:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/155649/Pathways-51-PFRPG?affiliate_id=17596" target="_blank">Pathways 51</a>[spoiler]</p><p><strong>Skeleton:</strong> Bonewarped Eternity disease.</p><p></p><p>Bonewarped Eternity</p><p>Type disease, contact; Save Fortitude DC 14</p><p>Track physical; Frequency 1/day</p><p>Latency noncontagious</p><p>Resistance none</p><p>Virulence range 10 ft., exposure 1 minute, interval 1 hour, duration 1 day</p><p>Effect No latent/carrier state. Even if the disease is removed with remove disease, the condition does not improve without greater restoration or heal. Animals, humanoids and monstrous humanoids that die from the disease are animated as skeletons contaminated with the disease.</p><p>Effect (core) 1d6 Con damage that cannot be healed until the disease is cured; upon death, animals, humanoids and monstrous humanoids become skeletons contaminated with the disease</p><p>Cure magic only</p><p>If there were a prize given for most visually disturbing plague, then bonewarped eternity would be in the running to win. This supernatural nastiness is spread only through contact with bodily fluids, but is so virulent that it quickly contaminates the environment of its victims. The physical effects of the disease begin immediately upon infection, wracking the victim with pain as their bones slowly ripple and deform. Tiny spurs begin to jut randomly from the victim’s entire skeletal system, eventually covering the body in a series of weeping wounds. By the time of death, the victim is little more than a deformed wreck covered in blood and bony spikes. Minutes later, the flesh of the victim begins to rapidly putrefy and the malformed, now-undead skeleton tears its way out of the body to spread contagion and malevolence.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/168127/Pathways-54-PFRPG?affiliate_id=17596" target="_blank">Pathways 54</a>[spoiler]</p><p><strong>Dread Phantom Armor Creature:</strong> Dread Phantom Armor arises only from the corpse of a trusted ally who murders his comrades in a sudden betrayal; the armor also must have been a gift from his former allies.</p><p>“Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case.</p><p><strong>Hollow the Hallow:</strong> ?[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/172354/Pathways-55-PFRPG?affiliate_id=17596" target="_blank">Pathways 55</a>[spoiler]</p><p><strong>Menacing Gloom:</strong> ?</p><p><strong>Persistent Shadow:</strong> ?</p><p><strong>Clinging Shadow:</strong> ?</p><p><strong>Unnatural Darkness:</strong> ?</p><p><strong>Shadow Swarm:</strong> ?</p><p><strong>Flickering Dark:</strong> ?</p><p><strong>Something Else Is Here:</strong> ?</p><p><strong>I Told You Something Else Was Here:</strong> ?</p><p><strong>Clawing Shadows:</strong> ?</p><p><strong>Stairwell Haunt:</strong> ?</p><p><strong>Mallir Halswain Ghast Investigator 4:</strong> Finally, he allowed himself to contract the disease, locked himself in his room forbidding his servants to enter, tied himself to his bed, died, and arose as a ghast.</p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/177423/Pathways-56-PFRPG?affiliate_id=17596" target="_blank">Pathways 56</a>[spoiler]</p><p><strong>Dread Sayona Creature:</strong> Stories of their origins claim that the first was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate.</p><p>“Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater.</p><p><strong>Llorona Dread Sayona Scorpionfolk:</strong> ?</p><p></p><p><strong>Dread Ghoul:</strong> When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.[/spoiler]</p><p></p><p><a href="http://www.drivethrurpg.com/product/208550/Pathways-64Music-PFRPG?affiliate_id=17596" target="_blank">Pathways 64</a>[spoiler]</p><p><strong>Maestrolich:</strong> While some creatures seek the state of lichdom to extend their own existence, some move to reach a state of powerful undeath purely for their art. These crazed seekers of some dread truth wish to understand death and undeath, not to extend their own power, or to gain years of time to research, or to seek wealth, but as the only way to truly understand those horrors well enough to create art that expresses the true nature of these fell powers. While this is most often the case with evil bards and skalds, anyone willing to sacrifice everything for their art has the dedication, or more accurately, the obsession, to continue to make more and more dreadful art, until they woo undeath itself, and accept that unholy condition’s embrace … in the name of music and art.</p><p>The quest to become a maestrolich is a lengthy one. While construction of a masterwork piece of music that perfectly exemplifies the idea of undeath is a critical component, a prospective maestrolich must also learn the secrets of the arts that most appeal to the dead. What music and form can be drawn forth from the agony and death rattles of the tortured and dying? What noises can move even the undead, and the gods and the demons that rule over them? The exact methods for each master artist’s transformation are left to the GM’s discretion, but should involve expenditures of tens of thousands of gold pieces, numerous deadly artist explorations, and a large number of difficult skill checks over the course of months, years, or decades.</p><p>Maestrolich is an acquired template that can be added to any living creature, provided it can create the required masterwork of undeath-defining art.</p><p><strong>Asmevath Deathdrum:</strong> ?[/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>Wayfinder[spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8ypc?Wayfinder-2" target="_blank">Wayfinder 2</a>[spoiler]</p><p><strong>Rusalka:</strong> The Witch Queen of Irrisen demands a lifetime of service from every subject. Even those who die unnaturally remain in Irrisen for the length of a natural lifetime, thanks to her profane laws. The rusalka embody the most tragic elements of these undead: spirits of young women who die heartbroken or murdered by their lovers, now compelled into horrific service. Through magic, nature, or fate, the bodies of Irrisen’s murdered lovers inevitably find their ways into nearby waterways, and birth a rusalka.</p><p><strong>Grave Guard:</strong> Created by clerics worshiping deities with the Death domain.</p><p>A cleric of at least 12th level can use create undead to construct a grave guard, choosing the weapons that the guard wields for the rest of its existence.[/spoiler] </p><p></p><p><a href="http://paizo.com/products/btpy8ype?Wayfinder-4" target="_blank">Wayfinder 4</a>[spoiler]</p><p><strong>Taotaomona:</strong> “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6.</p><p><strong>Anufat Human Taotaomona Savage Barbarian 9:</strong> Eventually, he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8ypf?Wayfinder-5" target="_blank">Wayfinder 5</a>[spoiler]</p><p><strong>Obour:</strong> Most obours are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires.</p><p><strong>Ustrel:</strong> The ustrel was an undead infant who had died before receiving baptism.</p><p>If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood.</p><p><strong>Varkolak:</strong> The varkolak (or vorkolak) formed from the soul of an outlaw who died in the wilderness, and whose corpse was eaten by crows or wolves.</p><p>A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery.</p><p></p><p><strong>Vampire:</strong> After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8ypg?Wayfinder-6" target="_blank">Wayfinder 6</a>[spoiler]</p><p><strong>Frost Giant Skeleton:</strong> ?</p><p><strong>Einherjar:</strong> Einherjar (“lone warriors”) are the honored dead of the Ulfen, many former Linnorm Kings, who were restored to a semblance of life following their arrival at Valenhall. </p><p>“Einherjar” is an acquired template that can be added to any living, corporeal humanoid. </p><p><strong>No Life King:</strong> No Life Kings are the remains of ancient and powerful warriors who were no longer challenged by their typical opponents. These warriors became so fixated upon reaching martial perfection in their lives, they left civilization to train and fight monsters of legend. When such warriors are denied their death in battle, and die due to starvation, hypothermia, dehydration or disease, their souls are anchored to their bodies. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy8yph?Wayfinder-7" target="_blank">Wayfinder 7</a>[spoiler]</p><p><strong>Charnel Pit:</strong> Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead. </p><p>At Castle Scarwall, a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. </p><p><strong>Scarwall Guard:</strong> The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose in the aftermath of Mandraivus’s curse. </p><p></p><p><strong>Undead:</strong> At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type.[/spoiler] </p><p></p><p><a href="http://paizo.com/products/btpy90n1?Wayfinder-8" target="_blank">Wayfinder 8</a>[spoiler]</p><p><strong>Paul Malaise Lacedon Urban Ranger 3:</strong> ?</p><p><strong>Doomed Derelict:</strong> Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves. </p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.</p><p><strong>Draugr:</strong> Any humanoid slain by a doomed derelict becomes a draugr. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy91vf?Wayfinder-9" target="_blank">Wayfinder 9 </a>[spoiler]</p><p><strong>Kryskith Vilbyss Zombie Lord Noble Drow Magus 2/Cleric 2:</strong> Haagenti, demon lord of alchemy and transformation, chose to raise Kryskith as a zombie lord. </p><p><strong>Fellclaw Fleshwarped Elven Zombie Lord:</strong> ?</p><p><strong>Ghoul Bloated Devourer:</strong> In rare circumstances, a newly arisen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers, and walking reservoirs of negative energy. </p><p><strong>Ghoul Gaunt Ascetic:</strong> Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. But among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. </p><p><strong>Skinshroud:</strong> A skinshroud with a sharp instrument can spend four hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud. </p><p>The drow experiment with black blood at a location, deep in Orv, called Bloodforge. One of their grisly experiments became the first skinshroud, but they are now self-replicating. </p><p></p><p><strong>Ghoul:</strong> A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. </p><p><strong>Ghoul Ghast:</strong> A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy97u8?Wayfinder-10" target="_blank">Wayfinder 10</a>[spoiler]</p><p><strong>Desert Fury:</strong> At the heart of a desert fury is the animated remains of the last poor soul of a doomed caravan. </p><p><strong>Mummy Pesh:</strong> Learning the arts of mummification and reanimation from an Osirioni necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow. </p><p>Pesh mummies are created through a long, complicated procedure during which all the body’s internal organs are removed and the internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy97u6?Wayfinder-11" target="_blank">Wayfinder 11</a>[spoiler]</p><p><strong>Coin Wraith:</strong> Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempt to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion. </p><p><strong>Contra-Legem Devourer:</strong> ?</p><p><strong>Contra-Legem Creature:</strong> A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will. </p><p>“Contra-Legem Creature” is an acquired template that can be added to any intelligent undead. </p><p><strong>Segruchen, the Fallen King:</strong> Segruchen the Iron Gargoyle was called the King of the Barrowood. His reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. But one day, an upstart paladin named Iomedae dismembered Segruchen’s wings, during an amazing aerial battle, leaving a crater where he fell. Iomedae finished off the maimed Segruchen, and his lifeblood spilled into the earth. </p><p>Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted itself into a crumbling statue of his former self, oozing gouts of blood from the stumps of his wings.</p><p><strong>Thespis:</strong> When a dedicated performing artist is unable to complete his masterpiece due to an untimely demise, his soul sometimes becomes so frustrated by the unfulfilled ambition that it manifests as a malevolent spirit known as a thespis. </p><p><strong>Thespis Haunt:</strong> Thespi that dwell in the same theater for over 5 years can bond with the stage, becoming a thespis haunt. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy9e71?Wayfinder-12" target="_blank">Wayfinder 12</a>[spoiler]</p><p><strong>Hapuseneb Ghoul Cleric 6:</strong> Hapuseneb perished near an outcropping of magical lazurite and rose as a wretched ghoul. </p><p><strong>Ravening Jackal:</strong> Life is harsh in the desert, even for scavengers and opportunistic hunters like jackals. Though they feast on the remains of creatures killed by other predators or the environment, sometimes these pickings are scarce and starvation ensues. </p><p>Occasionally, the jackal-headed god Set takes note of these deaths and takes pleasure in using the bodies of his rival Anubis’ sacred animals for his own ends. The god infuses them with the souls of lowly cultists who disappointed him in life, giving them another chance to serve him in the forms of ravening jackals. </p><p><strong>Sphinx Reborn:</strong> They derive from particularly cruel gynosphinxes that spend a lifetime asking fiendishly difficult riddles and devouring all those that they deem too witless. As a gynosphinx’s lair becomes littered with the bones of travelers, so too does it fill with the misery of 1,000 riddles that had no answer. When the sphinx at last meets its end, this misery manifests itself in a wave of negative energy that reanimates its corpse. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy9e73?Wayfinder-13" target="_blank">Wayfinder 13</a>[spoiler]</p><p><strong>Infested Ghoul:</strong> A creature killed by Constitution damage from an infested ghoul’s spore cloud rises as an infested ghoul over a period of 24 hours. </p><p><strong>Zeldana Locnave Changeling Ghost Witch 8:</strong> Zeldana returned to find only corpses and a terrible curse devouring Henric’s soul. Being a powerful witch, she called on her patron to slow the artifact’s evil influence. She then created a locket to preserve his spirit, a life echo amulet, but she was too late. His soul retreated into the inn’s stone walls. In a fit of despair, Zeldana donned the amulet herself then took her own life to be with her husband in death. </p><p><strong>Alchemical Dreadnought:</strong> The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used. </p><p><strong>Aridnyk:</strong> When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak. </p><p><strong>Nachzehrer:</strong> Legend states they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy9mrb?Wayfinder-14" target="_blank">Wayfinder 14</a>[spoiler]</p><p><strong>Disemboweled Prophet:</strong> Troll soothsayers practice a grisly form of divination: reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. </p><p>The augur’s thirst for information that’s drawn from the hidden forces of the world transforms them into undead abominations. </p><p><strong>Grim Harvester:</strong> Grim harvesters are the degenerate successors of a long-forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. [/spoiler]</p><p></p><p><a href="http://paizo.com/products/btpy9mr8?Wayfinder-15" target="_blank">Wayfinder 15</a>[spoiler]</p><p><strong>Ferrywight:</strong> When a humanoid drowns while desperately trying to cross a body of water, it might rise again as a ferrywight. </p><p><strong>Hearth Wraith:</strong> Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire. </p><p><strong>River Wraith:</strong> Regardless of the reason, some sacrifices to Hanspur are not consumed in the ritual. They are instead transformed into river wraiths. Through a mysterious process known only to Hanspur, they are bound to become the Sellen River’s protectors and sworn avengers against those who seek to block its flow. </p><p>“River wraith” is an acquired template that can be added to any living, corporeal creature.</p><p><strong>Foambristles River Wraith Boar:</strong> ? </p><p></p><p><strong>Wight:</strong> Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. [/spoiler]</p><p></p><p>[/spoiler]</p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Voadam, post: 7598113, member: 2209"] [b]Pathfinder 1e N-Z, Magazines[/b] Pathfinder 1e N-Z, Magazines [spoiler] [URL=http://www.drivethrurpg.com/product/194977/NeoExodus-Campaign-Setting-PFRPG?affiliate_id=17596]NeoExodus Campaign Setting[/URL][spoiler] [b]Mercy of Nyssa:[/b] The necromancer Xon had fallen madly in love with the empress of the Caneus Empire. When he learned of her death, he snatched her body in the night and brought her back to Unthara, where he used his darkest, most powerful magic to turn her into a unique undead creature. [b]Xon:[/b] Xon was a necromancer in service to the Confederacy during the Twilight War, who bolstered Confederate forces by raising entire legion of undead horrors. But his methods revolted even the brutal Confederates, and in 69 BU the generals turned on him, destroying his army and killing him. After the fight, though, Xon’s undead followers took his body away and raised him as a lich. [b]Advanced Undead:[/b] Creating undead with all three chapters from the Black Notebook of Xon. [b]Haru Anon:[/b] Haru Anon is a bizarre form of undead. It was forged of the souls of every person killed by Makesh’s death touch, as none of them could travel to the afterlife. BLACK NOTEBOOK OF XON Aura strong necromancy; CL 15th Slot —; Price 5,000 gp (per chapter; a full book costs 15,000 gp) DESCRIPTION These black notebooks are considered holy to the Xonists. A notebook has three chapters, which give magical and alchemical formulas for creating more powerful undead. Having multiple chapters increases the potency of the created undead. The book benefits any method of creation, be it alchemical, arcane, or divine magic. When creating an undead with one chapter, the user doubles the number of undead he can control. When creating an undead with two chapters, the user may also add a +2 bonus to one ability score. The undead’s channel resistance increases by the user’s spellcasting ability—or by his Intelligence modifier, if the undead are not created by magic. When creating an undead with all three chapters, the resulting creature becomes advanced. The book also provide many tricks and substitutes, reducing the cost of any undead creation spell requiring material components to 20% of its original cost. CONSTRUCTION Requirements Craft Wondrous Item, Scribe Scroll, creator must be Xon or a Xonist priest[/spoiler] [URL=http://www.drivethrurpg.com/product/89634/Northlands-PFRPG?affiliate_id=17596]Northlands[/URL][spoiler] [b]Hjalmar the Patient Human Vaettir Fighter 8:[/b] ? [b]Vaettir:[/b] “Vættir” is an acquired template that can be added to any humanoid or monstrous humanoid creature with 6 or more Hit Dice.[/spoiler] [URL=http://www.drivethrurpg.com/product/95099/Oathbound-Bestiary?affiliate_id=17596]Oathbound Bestiary[/URL][spoiler] [b]Lector:[/b] It is not entirely known how a lector forms, though it is believed that a lector is created when an ordinary skeletal undead creature comes into contact with a powerful evil object. [b]Lector Old:[/b] ? [b]Lector Venerable:[/b] ? [b]Mirajii Newborn:[/b] Victims whose Constitution scores are reduced to zero by means of a mirajii’s ability drain become full powered mirajiis the following dusk. Such a change is permanent and can only be reversed by a wish or miracle followed by a true resurrection. [b]Mirajii:[/b] Newly spawned mirajiis retain their living resemblance for about one week, after which they quickly take on their true form. [b]Mirajii Blademaster:[/b] ? [b]Nightsong Apparition Despondent:[/b] ? [b]Nightsong Apparition:[/b] Nightsong apparitions are the tortured spirits of hosshin driven to madness and suicide by the loss of connection with their god on being drawn into the Forge. Their anguish is so profound that their spirits know no rest and continue on in misery, unable to pass on to the next world. [b]Nightsong Apparition Wrathful:[/b] ? [b]Ruin Zombie:[/b] A ruin zombie is the animated corpse of someone who has died a horrible death in the undercity of Penance—and not a quick or painless death in any case, but one where the victim suffered a ghastly end. This category includes, but is by no means limited to, suffocation, starvation, drowning, torture, immolation, and mutilation. The intense anguish felt by the victim in the final moments of life acts as a catalyst for the extraordinary magic of the maze, transforming the newly-deceased creature to an undead being that rises again to wreak havoc on the living, who they now despise with every fiber of their being. [b]Greater Ruin Zombie Wizard:[/b] ? [b]Greater Ruin Zombie Bard:[/b] ? [b]Skeletal Ravager:[/b] Skeletal ravagers are a powerful form of undead, first created by the Spectral Hand, a necromantic organization originating in The Vault. These monstrosities can be built from the skeletal remains of any sentient being (almost all are humanoid due to availability of parts), and are imbued with large quantities of negative energy. [b]Skeletal Ravager Maddened:[/b] ? [b]Skeletal Ravager Greater:[/b] ? [b]Wisp:[/b] Wisps are the souls of lost, abused, or neglected children who seek companionship. Such spirits sometimes remain behind because they want to be loved so badly that they cannot rest until they find affection, and because at their young age, they may not yet believe strongly in a religion so as to encourage their passing on. Such spirits become wisps, merging with the material of their surrounding environment in order to fulfill their last desire. [b]Mist Wisp:[/b] ? [b]Sand Wisp:[/b] ? [b]Water Wisp:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/123802/Obsidian-Apocalypse-PFRPG?affiliate_id=17596]Obsidian Apocalypse[/URL][spoiler] [b]Shambling Zombie:[/b] A new kind of undead rose soon after the meteor strike, when the Nightwall fell. Shambling zombie is a template that can be applied to any corporeal fey, humanoid, or monstrous humanoid. Any corporeal fey, humanoid, or monstrous humanoid that dies while infected with shambling rot rises as a shambling zombie in 2d6 hours. [b]Shambling Zombie Goblin:[/b] ? [b]Shambling Zombie Human:[/b] ? [b]Shambling Zombie Ogre:[/b] ? [b]Shambling Zombie Selkie:[/b] ? [b]Shambling Zombie Hill Giant:[/b] ? [b]Shambling Zombie Fire Giant:[/b] ? [b]Asi Magnor, Human Mummy Cleric 10/Fighter 15:[/b] When the Cataclysm struck and the great meteor fell from the sky, Asi Magnor—who had once rejected the idea of his own undeath—rose from the grave. With him came also the warrior kings interred elsewhere, along with their servants, their soldiers, their wives and concubines, their horses, and everything once living contained in their tombs. The sacred geometry of the necropoli amplified the energy of the meteor, driving the legions of the dead to pour from their tombs under the command of Asi Magnor. [b]Calix Sabinus, Human Vampiric Lich Aristocrat 2/Necromancer 20/Eldritch Knight 10:[/b] In time, Sabine revealed the reason for her enthusiastic interest in the dark arts. She was a vampire—and she needed him to find a cure for her condition. He was torn: his studies had twisted his mind and he had become obsessed by undeath and immortality, but here was the woman he loved rejecting the very things he sought. Their argument raged and Sabine nearly killed Calix, but the scholar finally relented. Parting company with the woman, he promised to search for a cure. When his love returned to him two years later, Calix swore that he had found how to restore her mortality, and so they renewed their relationship. However, he soon revealed the steely core of treachery and self-interest that would serve him so well in later years. Once he lured her into his laboratory, he rendered her helpless with magics. Taking her blood, Calix turned himself undead—becoming all that he had ever wished to be—before he destroyed her. While a cunning and deadly fighter, Calix couldn’t take on Magnor’s armies in a full frontal assault. Realizing this, he turned toward defense to give himself time enough to complete his magical studies. With his forces beaten back almost to his stronghold, Calix reemerged—transformed once again by magic, this time into the first and only vampiric lich. [b]Dark Cherub:[/b] Though they look like infant skeletons with bat-like wings, dark cherubs are made from the bones of many creatures and are akin to homunculi. [b]Shadow Ripper:[/b] When necromantic energy combines with shadow magic, the results can be horrific—the deadly shadow rippers are a leading example. What started as an experiment in creating an undead assassin turned tragic as the first shadow rippers turned on their creators and escaped into the wild, spreading their affliction far and wide. A shadow ripper can be created with create greater undead by a caster of at least 18th level. [b]Undead:[/b] Undead raise due to the necromantic energy in the meteor. The new Obsidian Veil bars all divine traffic of souls and prayer, preventing any deity from seeing or hearing a thing, and cutting them off from gaining power from their followers. The souls of the departed do not pass the Obsidian Veil into other worlds; they either dissipate into the ravaged world-aura of the planet or become infused with negative energy and return as the motivating forces for yet more undead. Abaddon is a world of final destinations, from which even the souls of the dead cannot escape. Those who fall are doomed to rise and join the ever-swelling ranks of the undead. [b]Skeleton:[/b] Animation by Touch feat. [b]Zombie:[/b] Animation by Touch feat. [b]Vampire:[/b] Calix can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is humanoid. The victim rises from death as a vampire in 1d4 days. Animation by Touch [Necromantic] You may now animate corpses into skeletons or zombies merely by touching them—such is the power you hold in manipulating negative energy. Prerequisites: Ability to cast the animate dead spell, Death Touch. Benefit: This necromantic feat works in all respects as the animate dead spell, except that you need only touch a corpse and no material component is needed. Only one undead creature may be animated every time this feat is used, though you may still control multiple creatures. The maximum number of undead created in this way that you may control is equal to 2 HD per caster level, and count toward your limit for animate dead, regardless of other sources. Shambling Rot (Ex): slam; save Fort DC 10 + shambling zombie’s Charisma modifier + 3 per shambling zombie within 5 feet; onset 1d4 hours; frequency 1/day; effect 1d4 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Any corporeal fey, humanoid, or monstrous humanoid that dies while infected rises as a shambling zombie in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/164053/Obsidian-Apocalypse-Sinful--Vile-Feats-PFRGP?affiliate_id=17596]Obsidian Apocalypse: Sinful & Vile Feats[/URL][spoiler] [b]Mob of Gold-Clad Skeletal Champions:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/173265/Occult-Character-Codex-Mediums?affiliate_id=17596]Occult Character Codex Mediums[/URL][spoiler] [b]Berbalang Medium 8, Diegga:[/b] ? [b]Berbalang Medium 12, Mazza:[/b] ? [b]Berbalang Medium 16, Vakka:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/167797/Occult-Character-Codex-Occultists?affiliate_id=17596]Occult Character Codex Occultists[/URL][spoiler] [b]Advanced Baykok, Soltegu:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/170767/Occult-Rituals-of-the-Necronomicon-Vol-1-Undead?affiliate_id=17596]Occult Rituals of the Necromicon: Vol. 1 Undead[/url][spoiler] [b]Mummy Lord:[/b] Many cultures practice the sacred art of mummification, though the sinister magical techniques used to imbue corpses with undead vitality are far less widespread. In certain ancient lands, such blasphemous techniques have been refined through centuries of ceremony and countless deaths, giving rise to mummies of terrible power. On rare occasions, if the deceased was of great rank and exceeding malevolence, he might undergo such elaborate rituals, rising from his tomb as a fearful mummy lord. Similarly, a ruler known for his malice or who died in a moment of great rage might spontaneously arise as such a vengeful despot. “Mummy lord” is an acquired template that can be added to any living corporeal creature that has at least 8 Hit Dice. The process of creating a mummy lord requires 50,000 gp worth of rare herbs, oils, and other mummification materials. [I]Sand of Flesh[/i] ritual. [b]Zombie:[/b] [i]Land of the Damned[/i] ritual. Flesh of Sand School Necromancy; Level 8 CASTING Casting Time 8 Hours Components V, S, M (bandages and spices), F (rare herbs, oils, and other mummification materials worth at least 50,000 GP [as described in template]) Skill Checks Heal DC 30, 3 successes; Knowledge (planes) DC 30, 2 successes, Knowledge (religion) DC 30, 3 successes EFFECT Range Self Duration Permanent Saving Throw None; Spell Resistance no Backlash Caster gains 2 permanent negative levels Failure The caster is exhausted and suffers from Mummy Rot DESCRIPTION With several hours of preparation, the caster seals themselves into an occult symbol covered coffin filled with sand. The ritual slowly drains the life force from the caster, and replaces it with the powers of the undead. Hours later, the caster rises from the coffin, with the powers and abilities of a Mummy Lord. Land of the Damned School necromancy; Level 9 CASTING Casting Time 9 hour Components V, S, M (Sea Salt), F (Onyx statue of death worth 10,000GP) Skill Checks Knowledge (arcana) DC 33, 3 successes; Knowledge (nature) DC 33, 3 success; Knowledge (religion) DC 33, 3 success EFFECT Range touch Duration permanent Saving Throw none; Spell Resistance no Backlash Caster is exhausted Failure the caster is afflicted with a more potent version of the Zombie Rot disease (DC 17; 2 saves; 1d2 Con; 1/day). DESCRIPTION Under the light of a waning moon, the caster makes a large circle of occult symbols with the sea salt. Inside this circle, the caster buries the onyx statue beneath the soil, while performing an ancient curse. Any creatures of Small size or larger killed within a one mile radius of the buried statue rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies. [/spoiler] [URL=http://www.drivethrurpg.com/product/230439/Pathways-BestiaryPFRPG?affiliate_id=17596]Pathways Bestiary[/URL][spoiler] [b]Dread Banshee Creature:[/b] Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed. “Dread banshee” is an acquired template that can be added to any living, intelligent creature. [b]Rhysssla the Releaser, Dread Banshee Serpentfolk:[/b] ? [b]Dread Crucifixion Spirit:[/b] Dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner. “Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther). Any creature with a Charisma score of 15 or higher that is killed by a dread crucifixion spirit’s crucify soul rises as a crucifixion spirit in 1d4 rounds. [b]Malaki the Martyr, Dread Crucifixion Spirit Four-Armed Gargoyle:[/b] ? [b]Dread Phantom Armor:[/b] Dread Phantom Armor arises only from the corpses of a trusted ally who murders his comrades in a sudden betrayal, the armor also must have been a gift from his former allies. “Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case. [b]Hollow of the Hallow, Dread Phantom Armor Cold Giant:[/b] ? [b]Dread Revenant:[/b] A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake. “Dread revenant” is an acquired template that can be added to any living corporeal creature (referred to hereafter as the base creature). [b]Revered Father Kal'fa, Pillar of Faith, Dread Revenant Roper:[/b] ? [b]Dread Sayona:[/b] Stories of their origins claim that the first was a vain human who grew old and whose lover left for a younger paramour; the spurned human gained revenge by bathing in the blood of the faithless lover’s children, then committed suicide. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate. “Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater (referred to hereafter as the base creature). When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this. [b]Llorona, Dread Sayona Scorpionfolk:[/b] ? [b]Iron Lich:[/b] Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength. “Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich. [b]Soultill, Iron Lich Human Sorcerer 7/Harrower 7:[/b] ? [b]Lostling:[/b] Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness. “Lostling” is an acquired template that can be added to any corporeal creature (referred to hereafter as the base creature). Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days If a lostling creature is CR 11 or higher this changes to 1d4 rounds. [b]Unvoliant the Vanishing Venom, Lostling Phase Spider:[/b] ? [b]Red Jester:[/b] Red jester creatures are the undying remnants of court jesters who were executed by their ruler, though it is worth noting that humans are not the only race to employ fools. Some legends tell that the Demon Prince of the Undead creates them to serve as his court fools, though he often turns them out once he grows bored with them. “Red Jester” is an acquired template that can be added to any creature with and Intelligence of 13 or higher and the ability to draw cards from a deck of many things. This usually means it is corporeal and has a humanoid figure of some kind along with the wit to amuse folk, though this is not always the case. [b]The Court Fool of the Pit of Bones, Red Jester Balor:[/b] ? [b]Witchfire:[/b] The fell powers of undeath rejoice when an exceptionally vile hags, harpy, or witch dies, transforming these wicked crones into incorporeal undead known as witchfires. Though most witchfire creatures are female, male witches and the rare male hag or harpy can also become a witchfire creature. Witchfire creature is an acquired template that can be added to any living, intelligent, creature that has hexes or hex-like abilities, or innate spell-like abilities of 2nd level or higher, or innate abilities to curse or charm foes. [b]Mabyn The Burning Silence, Witchfire Mute Hag:[/b] ? [b]Undead:[/b] Agent of Chaos Creature's Chaos field power mishap number 50. Undead are once-living creatures animated by spiritual or supernatural forces. [b]Nightshade:[/b] Nightshades are monstrous undead composed of shadow and evil. Agent of Chaos Creature's Chaos field power mishap number 50. 50 If the target is slain within 1 day per level of the spell, the target rises as an undead immediately (undead type is subject to GM adjudication).[/spoiler] [URL=http://www.drivethrurpg.com/product/125583/Ponyfinder--Campaign-Setting?affiliate_id=17596]Ponyfinder Campaign Setting[/URL][spoiler] [b]Undead:[/b] Vampiric Sorcerer Bloodline Ruler of the Night power. Every attempt to march an army on the city of Tramplevania had been met with mountain trained pegasi harassing from all angles, using the terrain they knew so well to wear down invading armies before they could reach the city gates. The frequent violence has given rise to restless spirits of those same invaders lurking in the trails leading to the city, seeking revenge on the living. [b]Unfulfilled:[/b] Unfulfilled are ponies that have died in the middle of a task they considered to be vital to their life’s destiny, usually in an very sudden and/or traumatic fashion. Occasionally, an unfulfilled can be created when a pony dies thinking their destiny never had a chance.[/spoiler] [URL=http://www.drivethrurpg.com/product/182116/Ponyfinder--Everglow-Bestiary?affiliate_id=17596]Ponyfinder Everglow Bestiary[/URL][spoiler] [b]Skeletal Pony Slinger, Pony Skeletal Champion Warrior 1:[/b] ? [b]Zombie Pony, Pony Zombie Warrior 2:[/b] Raised by necromancers who clearly do not pay the most cursory of lip-service to the goddess of death, this abomination of the forces of nature known simply as a ‘zombie’ is at once everything that any sane adventurer should fear.[/spoiler] [URL=http://www.drivethrurpg.com/product/133780/Primeval-Thule-Campaign-Setting-for-the-Pathfinder-Roleplaying-Game?affiliate_id=17596]Primeval Thule Campaign Setting[/URL][spoiler] [b]Frost Corpse:[/b] Those killed by a polar eidolon rise the next day as frost corpses unless their bodies are kept warm for 24 hours. [b]Minotaur Skeleton:[/b] ? [b]Ogre Skeleton:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/131282/Psionic-Bestiary?affiliate_id=17596]Psionic Bestiary[/URL][spoiler] [b]Caller in Darkness:[/b] Usually formed upon the death of an innocent who was slowly and painfully tortured until its demise. [b]Cerebremorte:[/b] A cerebremorte is often the result of a psion that has been killed by a powerful death effect, such as psychic crush or slay living or other similar powers or spells.[/spoiler] [URL=http://www.drivethrurpg.com/product/148587/Psionics-Augmented-Mythic-Psionics?affiliate_id=17596]Psionics Augmented: Mythic Psionics[/URL][spoiler] [b]Mythic Caller in Darkness:[/b] A caller in darkness that has absorbed the essence of a divine entity or demi-god becomes a true nightmare.[/spoiler] [URL=http://www.drivethrurpg.com/product/151567/Psionics-Augmented-Seventh-Path?affiliate_id=17596]Psionics Augmented: Seventh Path[/URL][spoiler] [b]Slamming Portal:[/b] ? [b]Orbs:[/b] ? [b]Cold Spot:[/b] ? [b]Choking Hands:[/b] ? [b]Mad Monk:[/b] ? [b]Baleful Apparition:[/b] ? [b]Deathless Defenders:[/b] ? [b]Ghastly Whispers:[/b] ? [b]Ectoplasmic Miasma:[/b] ? [b]Headless Horseman:[/b] ? [b]Spectral Carriage:[/b] ? [b]Hungry Earth:[/b] ? [b]Gjenganger:[/b] ? [b]Keening Suicides:[/b] ? [b]Ghost:[/b] Bond of Death power. Bond of Death Discipline: Athanatism; Level: Conduit 2 Display: Mental Manifesting Time: 5 minutes Range: Touch Target: One willing animal companion or familiar touched with 3 HD or less Duration: 1 day/level Saving Throw: None; Power Resistance: Yes (harmless) Power Points: 3 You reinforce the bond between a master and servant, allowing them to join in undeath. If the target’s master dies and is animated as any kind of intelligent undead, the target immediately dies. They reanimate as a ghost, retaining all of the same benefits they had in life as a familiar or animal companion, including the bond to their master. Augment: For every additional power point spent, the maximum HD of creature that this power can target is increased by 1.[/spoiler] [URL=http://www.drivethrurpg.com/product/124276/Pure-Steam-Campaign-Setting?affiliate_id=17596]Pure Steam Campaign Setting[/URL][spoiler] [b]Reanimated Corpse:[/b] Reanimated Corpses are forced into the vile state by mad scientists who use illegal reagents. “Reanimated” is an acquired template that can be added to any corporeal creature (other than an undead). [b]Reanimated Human:[/b] ? [b]Fast Reanimated Corpse:[/b] ? [b]Plagued Reanimated Corpse:[/b] These reanimated corpses carry a terrible disease that perpetuates their undead lineage—those infected by a plagued reanimated corpse’s contagion rise as reanimated corpses themselves when they perish. Anyone who dies while infected with unliving rot rises as a plagued reanimated corpse in 2d6 hours. Unliving rot: slam; save Fort DC = 10 + 1/2 the reanimated’s Hit Dice + the reanimated’s Cha modifier; onset 1d4 days; frequency 1/day; effect 1d2 Con, this damage cannot be healed while the creature is infected; cure 2 consecutive saves. Anyone who dies while infected rises as a plagued reanimated corpse in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/122023/The-Quid-Novi-Collection?affiliate_id=17596]Quid Novi Collection[/URL][spoiler] [b]Maskek:[/b] ? [b]Bog Mummy:[/b] Any humanoid that dies from a Maskek's bog rot disease becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works).[/spoiler] [URL=https://www.drivethrurpg.com/product/78038/Races-of-Obsidian-Twilight-PFRPG?affiliate_id=17596]Races of Obsidian Twilight[/URL][spoiler] [b]Calix Sabinus:[/b] ? [b]Vampire:[/b] ? [b]Ghost:[/b] The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. [b]Ghoul:[/b] ? [b]Lich:[/b] ? [b]Wight:[/b] ? [b]Zombie:[/b] ? [b]Ghast:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/68948/Races-of-Obsidian-Twilight-Harrowed-PFRPG-Preview?affiliate_id=17596]Races of Obsidian Twilight: Harrowed[/URL][spoiler] [b]Undead:[/b] ? [b]Vampire:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/69074/Races-of-Obsidian-Twilight-Osirian-PFRPG-Preview?affiliate_id=17596]Races of Obsidian Twilight: Osirian[/URL][spoiler] [b]Zombie:[/b] The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. [b]Skeleton:[/b] The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs. [b]Ghost:[/b] The position of the Osirians as the favored of the gods did not spare them from the cataclysm that turned Abaddon upside down, already giving way to some of the other species the Osirians were struck a hammer blow by the fall of the meteor and their ancestral homelands were some of the worst affected by the necromantic miasma and negative energies released by the impact. The Osirians died in droves from the impact, from its aftermath and from the lingering effects of the necromantic radiation, subverting their bodies day by agonizing day and raising so many of them as zombies, skeletons and ghosts that the Osirians rapidly learned harsh lessons in dismemberment before burial and the building of secure and warded tombs.[/spoiler] [URL=https://www.drivethrurpg.com/product/77991/Races-of-Obsidian-Twilight-Raijin-PFRPG-Preview?affiliate_id=17596]Races of Obsidian Twilight: Raijin[/URL][spoiler] [b]Ghost:[/b] The necrotic energy of the meteor combined with the huge number of casualties from the impact and its aftermath has meant an enormous amount of spiritual energy has encompassed Abaddon. This, in turn, means a tremendous number of ghosts arisen over time. In the beginning many of these were mindless spectres, the traumatised dead from what seemed like the end of the world but over time these have been winnowed down and replaced with the new dead. Those who have died in more recent times are not the confused and sorrowful dead of the cataclysm. Those who have died in this new age are the victims of the undead lords and, while dead themselves, they have little or no sympathy for the liches, vampires, ghasts and other dead that form the new aristocracy. What has caused these dead to linger on in the world is their mistreatment at the hands of the powers that be and their desire for bloody and violent revenge, goals that they share with many of the living. [b]Lich:[/b] ? [b]Vampire:[/b] ? [b]Ghast:[/b] ?[/spoiler] [URL=Compendium Arcanum Vol. 7: 6th-Level Spells?affiliate_id=17596]Racial Profiles Expanded Hungry Souls[/URL][spoiler] [b]Undead:[/b] Failed save on critical from Vex. Failed save on critical from weapon with undeath quality. Vex: This +3 keen miasma undeath dagger was once the vile tool used by Vex, an undead necromancer, who claimed he was alive during the fall of some ancient civilization, some millenia ago, back before he became a sentient dagger of death. It's not as though anyone can prove otherwise. This deadly looking obsidian dagger not only deals an extra 1d6 points of negative energy damage with every blow, but upon a successfully confirmed critical attack, Vex deals an additional 1d10 points of negative energy damage, forcing the target of the attack to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, the effect of which is permanent. Once turned undead they then make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally. The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse. Undead Vexaction (Su): This ability functions as the spell create greater undead, and may be used once per day while Vex is active. Undeath (+5 Bonus): Upon a successfully confirmed critical attack, this enchantment deals an additional 1d10 points of negative energy damage, forcing the target to make a Fortitude save, (DC 10 + the damage dealt by the negative energy) or become undead, and must make a Will save, (DC 10 + the damage dealt by the negative energy) or be subject to the will of the wielder, the effect of which is permanent. On a successful Fortitude save, the target resists the transformation and takes the negative energy damage normally. The target of the attack gains the undead template, and gains a negative energy affinity; however this effect may be reversed by the spell remove curse. This enchantment may only be used on piercing or slashing weapons.[/spoiler] [URL=http://www.drivethrurpg.com/product/200752/Reliquarium-Eldoria?affiliate_id=17596]Reliquarium Eldoria[/URL][spoiler] [b]Undead:[/b] There are those Telarci who are unlucky enough to find themselves picked up by ships, sent forth by the Goddess Sirrith, to collect those who stray from Tarrisada. Shadowland is one of the realms located in the Unending Sea and the Goddess directs her minions to collect the souls of the unfaithful and bring them to her thralldom. Here, their form is corrupted by the power of the Vorg. They are bound with negative energy and can then be sent back into Enshar to do the bidding of the Goddess. In this way, many of the Undead who have physical shape are created. There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature. By 1800R, the Sirrith clergy in Odressi became bolder in its practices and encouraged the ritual of ‘purification’ amongst its acolytes. In this ceremony, zealots offered themselves up to be bled dry and to have their dead body reanimated with the power of the Shadow. [b]Ghost:[/b] There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature. [b]Wraith:[/b] There are other darker creatures that are born within the waters of the Unending Sea. These are the souls who never see the light and instead descend into the cold depths and enter the uncharted realms that border the Great Shadow. Because of this they remain as spirits and do not achieve the physicality of the Reborn. Some eventually find their way via unknown paths to Shadowland and serve Sirrith as her incorporeal servants. Others become lesser Demons in the Great Shadow. Finally, there are those who return to the living world without becoming the thralls of Sirrith. They exist as ghosts, wraiths and other creatures of an incorporeal nature. [b]Vampire:[/b] Lord Varren was made a vampire at Sirrith’s command. [b]Zombie Lord:[/b] Priests who seek to embrace the power of the Vorg and become Undead undergo a ceremony whereby they are hung upside-down over the temple Purification Pit and bled dry. The High Priest officiates and imbues the dead body with the energy of the Shadow, using the Skull of Vargranda (an ancient artefact said to have been given to the cult at the Dawn of Time, by Sirrith herself. Cultists resurrected this way become a Zombie Lord. [b]Zombie:[/b] Slain by Dreadsteel. DREADSTEEL Strong necromancy; CL 18th; weight 8lb The leader of the group was attired in crimson-stained armor and, as I fought my attackers, I saw him strike his black sword against Hallen’s gorget; the evil blade giving off a hideous metallic scream as it bit into the metal. He had pierced Hallen’s armor and my comrade fell, blood gushing from the wound. I dealt quickly with my two opponents, driving my blade through the midriff of one and hamstringing the other. I turned, in time to defend myself from an attack launched by the crimson knight and managed to catch his terrible weapon on my own sword. As we tested our strength against each other, I saw Hallen, slowly recovering and standing up behind my foe. He was alive and planning to strike our enemy a mortal blow from behind! Suddenly the crimson knight mouthed the words, “Kill him!” and I saw the awful, vacant look upon Hallen’s face. He had risen as some creature of the Undead, controlled by my enemy and now intent on helping him dispatch me. This is a legendary blade, forged of Vurgonmir iron, once wielded by the Wraithlord Ikaradis during the Wars of the Serpent Kings. It is a +2 shortsword with the ability to animate the dead (as per the Level 3 CL spell). Any intelligent humanoid that dies as a result of a killing blow caused by Dreadsteel rises as a zombie, under the control of the wielder of the sword. The sword’s power allows the wielder to control a maximum number of zombies equal to their charisma score. Dreadsteel suffers the penalties common to all weapons made from Vurgonmir. Humanoids killed by Dreadsteel rise as zombies within 1d4 rounds. Apply the zombie template when creating them (Refer Pathfinder Bestiary Book One).[/spoiler] [URL=http://www.drivethrurpg.com/product/64312/Remarkable-Races-Compendium-of-Unusual-PC-Races?affiliate_id=17596]Remarkable Races Compendium of Unusual PC Races[/URL][spoiler] [b]Timber Wight:[/b] Among the oaklings, death is often considered an inconvenience. In their emotionless pursuit of personal gain, quite a few oaklings experiment with necromancy to prolong their lives. The timber wight is the horrible end result. [/spoiler] [URL=http://www.drivethrurpg.com/product/98982/Riyals-Research-Haunts-PFRPG?affiliate_id=17596]Riyal's Research: Haunts[/URL][spoiler] [b]Haunt:[/b] My master, who instructed me in the arcane arts, explained that a location which was plagued by a ghost or similar incorporal spirit over the course of decades and centuries may transform into a haunt. A haunt is the negative energy of a ghost that has lost its sense of self. A newly-formed ghost possesses its life memories. But as time moves on, these memories fade away and only the strongest remains - that of its death or one holding overwhelming emotion which helped to create the ghost in the first place. During this process, the ghostly form loses much of the shape that reflected its life memory and becomes more and more distorted. The negative energy of this now unrecognizable unlife force slowly becomes fused with the object or location that is associated with the single defining memory of the fading ghost. Eventually, the ghost is gone and only the haunt remains. So to sum up what a haunt is, I would say a tethered undead spirit that has lost its creatureliness. The ghost-to-haunt process may take as little as a year or two or may encompass several centuries. My research revealed the existence of a 1021 year old ghost – Homley Trakasta – whose essence is now known as the Idarian Firestar. While I concede the possibility that a ghost may never complete the haunt process or be too weak in spirit [a pun - hee, hee] to leave behind a haunt, I believe that not to be the common case. Further research is required in Shadowsfall on this matter. [b]Color Steal:[/b] ? [b]The Howling:[/b] ? [b]Misty River:[/b] ? [b]Flooding Falls:[/b] ? [b]Flame Shadows:[/b] ? [b]Pain and Hate:[/b] ? [b]Blind Man's Alley:[/b] ? [b]Rising Coffins:[/b] ? [b]Breathless Gasps:[/b] ? [b]Silent Pig Pen:[/b] ? [b]Cursing Skulls:[/b] ? [b]Death Chills:[/b] ? [b]Cries of Despair:[/b] ? [b]Rust Dust:[/b] ? [b]Eternal Henge:[/b] ? [b]Words of Asmodeus:[/b] ? [b]Corrosive Fog:[/b] ? [b]Deadly Knowledge:[/b] ? [b]Cliffs of Insanity:[/b] ? [b]Death's Flowers:[/b] ? [b]Ice Queen's Gaze:[/b] ? [b]Home Fires Burning:[/b] ? [b]Vengeful Clouds:[/b] ? [b]Bone Garden:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/118475/Rule-Zero-Underlings?affiliate_id=17596]Rule Zero: Underlings[/URL][spoiler] [b]Ghost Underling:[/b] ? [b]Ghoul Underling:[/b] ? [b]Mummy Underling:[/b] ? [b]Skeleton Underling:[/b] ? [b]Vampire Underling:[/b] ? [b]Zombie Underling:[/b] ?[/spoiler] [URL=https://www.drivethrurpg.com/product/119315/Rule-Zero-Underlings-Bonus?affiliate_id=17596]Rule Zero: Underlings Bonus[/URL][spoiler] [b]Undead Underling:[/b] Undead Lord feat. [b]Skeleton Underling[/b] ? Undead Lord You can easily create and control undead underlings. Prerequisite: Spell Focus (necromancy). Benefit: Whenever you calculate the total number of undead creatures you control, every four undead underlings of the same type count as one creature (using their group CR as the creature’s Hit Dice). Any remaining undead underlings of the same type also count as a single creature. For example, 7 skeleton underlings would count as two creatures. In addition, whenever you create undead using animate dead, you can create underlings, counting four underlings as one creature in terms of the total number of Hit Dice you can create and the cost of casting the spell. You must possess a number of bodies equal to the number of underlings created.[/spoiler] [URL=http://www.drivethrurpg.com/product/241231/Sandy-Petersens-Cthulhu-Mythos--Pathfinder?affiliate_id=17596]Sandy Petersen's Cthulhu Mythos - Pathfinder[/URL][spoiler] [b]Mythos Undead:[/b] “Mythos undead” is an acquired template that can be added to any living, corporeal creature. Evil creature drinking gorgondy. Dying from constitution drain from Hastur's possession. In rare cases, when certain alchemical techniques are applied to an exceptionally fresh corpse (or even to whole parts of fresh corpses) who, in life, possessed a singularly powerful and focused mind, the result is in an undead creature that retains its intellect; in such a case, create the creature as a Mythos undead. [i]Zyngaya[/i] spell. [b]Ghost of Ib Cleric 10:[/b] ? [b]Undead:[/b] Where the King in Yellow walks, the dead rise and follow. Whenever the King in Yellow comes within 20 feet of a dead body, that body rises as an undead creature of the King’s choosing. The undead created can be of any type, so long as its CR is equal to or less than the King in Yellow’s CR-6 (minimum of 1). Living creatures who die within 20 feet of the King in Yellow arise as undead one round later. The King in Yellow’s footstep brings the dead to life. They can return as a wide variety of undead—from simple zombies or ghosts to more powerful vampires. His horde always accompanies him. [b]Deathless Sorcerer, Old Human Mythos Undead Sorcerer 12:[/b] ? [b]Insane Dead:[/b] Certain alchemical techniques can reanimate recently slain bodies, but while these methods restore the semblance of life to the victim, the passage of death to life always results in insanity. [b]Risen Witch, Mythos Undead Human Witch 20:[/b] ? [b]Leng Ghoul:[/b] Leng Ghoul Fever and 12+ Hit Dice. [b]Ghoul:[/b] Leng Ghoul Fever and less than 12 Hit Dice. ZYNGAYA School necromancy [evil]; Level cleric 7, shaman 7, sorcerer/wizard 7 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and an onyx gem worth 50 gp per HD of the undead to be created) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no You turn the corpse into a Mythos undead if the creature had fewer Hit Dice than your caster level. It is loyal to the King in Yellow. Although it recognizes you as its creator, it works with you only insofar as you serve the purposes of the King in Yellow. If you are capable of commanding undead, you may attempt to command the undead creature as it forms. GORGONDY Weight 2 lbs. Price 7,500 gp; Craft (alchemy) DC 35 This dark, evil liquor must be kept in strong, heavily armored iron bottles to retain its potency. When drunk, it changes the drinker's alignment one step closer to evil. Class abilities based on alignment change to match (unless the new alignment results in losing the ability altogether due to incompatible alignment). If the drinker is evil before drinking it, the drinker's soul will be destroyed upon death and the drinker's corpse will arise as a Mythos undead. The drinker can negate all these effects with a successful DC 15 Will save upon drinking. Disease (Ex) Leng Ghoul Fever: Bite—injury; save Fort DC 22; onset immediate; effect 1d3 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid that succumbs to Leng ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death as a Leng ghoul.[/spoiler] [URL=http://www.drivethrurpg.com/product/102463/Scions-of-Evil?affiliate_id=17596]Scions of Evil[/URL][spoiler] [b]Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3:[/b] ? [b]Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3:[/b] ? [b]A Memory of Allwinter, Awakened Demilich Druid 15:[/b] In a time before the ken of fire, the prehistoric peoples of this land dug a long barrow into the frozen earth to hold the remains of their dead. The ancients abandoned their dead at the tomb’s mouth for wild animals to strip the flesh from their bones before the shamans reverently placed the skulls of the ancestors along the wall of the long tunnel into the earth; a tunnel they dug deeper into the earth with crude stone tools as each millennia passed. The barrow, holding twenty thousand years of ancestors’ skulls, was forgotten when foreigners brought agriculture from across the sea, driving the hunting folk before them with the sprawl of proto‐civilisation. The old gods of the dark forest and biting frost of ice ages died with the last of the hunting folk. The afterlife of the hunters collapsed with their deities’ waning, casting their souls adrift. Some of the abandoned souls returned to the deep barrow over the passing eons, coalescing into a single awakened demilich, A Memory of Allwinter. [b]Gahlgax Atarrith Balor Lord, Vampire Balor Fighter 1:[/b] One of the most powerful Abyssal balor lords, Orcus himself blessed him with undeath a score of centuries ago. Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long‐forgotten balor did nothing of the sort, Gahlgax manipulated and miss‐reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him. Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons. [b]Sword of Orcus, Graveknight Marilith Antipaladin 2:[/b] ? [b]Vilran Azanae Elf Vampire Wizard 14:[/b] After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire. [b]Paradar Levien Human Lich Sorcerer 15:[/b] Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings. [b]Lillian Orxal Human Spectre sorcerer 10:[/b] Slain by a secretive cult, Lillian searches for her killers so that she might enact a terrible revenge upon them. [b]Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8:[/b] Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments. Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones. [b]Decapitated Plague Zombie, Spriggan Plague Zombie:[/b] ? [b]Tregreth Faull, Human Vampire Wizard 5/Loremaster 8:[/b] Cold‐hearted and pragmatic she only ever attached herself to those of value to her. Her last target was the hermit mage Kevern Tangye who dwelled in the Tower of Night, a fabled site dominating the skyline of a mighty city. Swiftly divining his vampiric nature, Tregereth continued her pursuit of the mage, who finally granted her request to bestow his dark gift upon her. [b]Daveth Goninan, Half-Orc Vampire Fighter 10:[/b] Traoth Lathil, an ancient elven vampire, dwelt within. Easily dispatching the attacking orcs, he transformed Daveth into a vampire and forced him to destroy his former tribe. [b]Margh Vosper, Human Vampire Aristocrat 4/Bard 9:[/b] Sadly, fate then intervened in the guise of a wandering vampire that slaughtered much of the troupe including Margh’s beloved. Incensed by this Margh attacked the vampire; his insane desire to kill the abomination amused the vampire and so it chose to create him as a spawn. [b]Terl Yarg, Doppelganger Vampire Rogue 5/Shadowdancer 2:[/b] Created by Merat, a vampiric gargoyle, who laired in an abandoned manor house. [b]Kulan Wyr Guardian, Human Skeletal Champion Monk 11:[/b] ? [b]Kulan Wyr Champion, Human Skeletal Champion Warrior 12:[/b] ? [b]Greater Vampire Spawn:[/b] ? [b]Cadan Negus, Human Vampire Sorcerer 7:[/b] ? [b]Spectre:[/b] Humanoids Lillian slays become spectres (with a –2 penalty on all d20 rolls, –2 hp per HD and only drain one level on a touch) in 1d4 rounds. [b]Vampire Spawn:[/b] Gahlgax can create a spawn when he slays a creature with blood drain or energy drain. Vilran can create a spawn when he slays a creature with blood drain or energy drain. Tregereth can create a spawn when she slays a creature with blood drain or energy drain. Daveth can create a spawn when he slays a creature with blood drain or energy drain. Margh can create a spawn when he slays a creature with blood drain or energy drain. Terl can create a spawn when he slays a creature with blood drain or energy drain. Vampires can create spawn of the same type (humanoid, monstrous humanoid and so on), from those it slays with its blood drain or energy drain attacks. The victim rises in 1d4 days. Cadan can create a spawn when he slays a creature with blood drain or energy drain. [b]Plague Zombie:[/b] A target slain by a plague zombie's death burst rises as a plague zombie in 2d6 hours.[/spoiler] [URL=http://www.drivethrurpg.com/product/105641/Shadows-over-Vathak?affiliate_id=17596]Shadows Over Vathak[/URL][spoiler] [b]Blood Shadow:[/b] A humanoid creature with 10 HD or more, which is killed by a blood shadow becomes a lesser blood shadow under the control of its killer 1d4 rounds after its death. [b]Kindrian Gaunt:[/b] Any humanoid slain by a kindrian gaunt rises as a kindrian gaunt at the next midnight. In the icy wastes of northern Vathak, there lurks the undead spirits of those who tragically have frozen to death during the harsh winters. When animated these corpses become intelligent undead tied to the lands that claimed their lives.[/spoiler] [URL=https://www.drivethrurpg.com/product/224293/Shadows-over-Vathak-Hauntlings--Enhanced-Racial-Guide?affiliate_id=17596]Shadows Over Vathak: Hauntlings – Enhanced Racial Guide[/URL][spoiler] [b]Skeleton:[/b] [i]Release From Flesh[/i] spell. Release From Flesh School necromancy [evil]; Level cleric 5, shaman 5, witch 5 Casting Time 1 round Components V, S, M/DF (the heart of a humanoid creature) Range touch Target one living creature Duration 1 round/level (D) Saving Throw Fortitude negates, see below; Spell Resistance yes You cause a living target’s flesh to rot off its body. Each round at the start of the creature’s turn, until it makes a successful Fortitude save, it takes 1d4+1 points of Constitution damage. A creature dies under the effects of the spell is transformed into a skeleton under your control. This skeleton counts towards the total amount of Hit Dice of undead you can control with spells like animate undead. If the skeleton exceeds the total amount of Hit Dice of undead you can control, it crumbles to dust.[/spoiler] [URL=https://www.drivethrurpg.com/product/220147/Shadows-over-Vathak-Inaoth--Gamemasters-Guide?affiliate_id=17596]Shadows Over Vathak Ina'oth Gamemaster's Guide[/URL][spoiler] [b]Ghost Aging special attack:[/b] The ghost died either young or very old. [b]Ghost Drowning special attack:[/b] The ghost died drowning, either accidently or as a result of murder. [b]Ghost Elemental Body special attack:[/b] The ghost died through painful exposure to one of the following elements—acid, cold, electricity, or fire. [b]Ghost Firestarter special attack:[/b] The ghost died tragically in a fire. [b]Ghoul Variant:[/b] Most Vathakian ghouls are of the standard variety, however, the presence of the Old Ones invariably causes mutations. [b]Ghoul Corpse Loved:[/b] One of the strangest variant ghouls is the corpse bride or corpse groom. While most ghouls arise from cannibalistic impulses, these ghouls result from their loved ones excessively pining over them, feeding the corpse as though their lover still lived. [b]Ghoul Dark Rider:[/b] ? [b]Shroud Mummy:[/b] Ancient rituals, alternately attributed to the Nosferatu Kings and bhriota shamans, seek to preserve the body and the mind after death. Rare oils anoint the subject and an enchanted funerary shroud protects them from the degradations of time. Although, properly executed, the rites should result in a mummy that retains or even increases its mortal intelligence, most subjects become lesser shroud mummies. [b]Incorporeal Undead:[/b] The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead. [b]Ghost:[/b] The souls of the dead, unable to pass on, arise as ghosts or other forms of terrible, incorporeal undead. Ghosts represent one of the most tragic forms of undead. Tied to the material plane with unfinished business, they find themselves bound to a specific area, usually associated with their death. Ghosts are powerfully psychological creatures to face bound by strong emotions of anger, fear, love, and resentment. [b]Ghoul:[/b] Ghouls roam the countryside in vast numbers, increasing their kind with ghoul fever. As citizens turn to cannibalism, new ghouls are born even within the safest walls. Cannibalistic undead who can turn the living into one of their kind, ghouls increasingly menace the lands of Ina’oth. The sweeping plagues that leave behind ravaged towns force desperate survivors to consume one another to stay alive. When these survivors, in turn, succumb to disease or murder, they arise again with an insatiable hunger. The increasing foulness of the Old Ones aids in this transformation and finds fertile ground in plague infested Ina’oth where the ghoul problem is the worst in Vathak. Although official church doctrine suggests ghouls are the product of the Old Ones’ interference, few ghouls bend knee to those powers. Experts in the occult and undeath, particularly reanimators, believe ghoul fever can arise spontaneously in cases of cannibalism. However, they’ve yet to find a natural explanation for the increasing number, variety, and intelligence of Inaothian ghouls. Cursed disease. [b]Zombie:[/b] Cursed disease. [b]Ghast:[/b] Cursed disease. [b]Shadow:[/b] Cursed disease. [b]Wight:[/b] Cursed disease. [b]Wraith:[/b] Cursed disease. Cursed: Dark powers are at work in Vathak and the dead do not rest easy. Cursed diseases cannot be removed through magical means unless the victim is first treated with remove curse (with a DC equal to the disease’s Fortitude save DC). Creatures that succumb to a cursed disease arise within 24 hours as the following type of undead (unless the disease already spawns an undead such as ghoul fever). d6 Undead Type 1 Zombie 2 Ghoul 3 Ghast 4 Shadow 5 Wight 6 Wraith[/spoiler] [URL=https://www.drivethrurpg.com/product/154199/Sidebar-6--5-Haunted-Items?affiliate_id=17596]Sidebar 6 - 5 Haunted Items[/URL][spoiler] [b]Royal Blood Diamond:[/b] Greedy, spoiled, and covetous, the Princess Gelledona was not a person to be denied what she demanded. Already extremely rich, she owned an impressive collection of jewels, gems, and precious things when she spotted the Royal Blue diamond worn by a visiting princess from a far off realm. The diamond was the largest she had ever seen, set into a magnificent necklace of silver and surrounded by dark sapphires. The blue glow that came from the diamond was enchanting, and Princess Gelledona did all she could to convince the foreign princess to give it to her. After all the offers of money, land, and other fine jewels were rejected, Gelledona paid the visiting princess’s own guards kill her for it. Savage in their work, the princess died clutching the diamond after being stabbed repeatably. Princess Gelledona was able to have her own staff clean up the mess after she secretly claimed the diamond for herself, her diplomats putting the blame on another nation already at war with the dead princess’s realm. [b]The Busty Maid Stool:[/b] Ballis Yellowtusk was a deadly highwayman and local outlaw. He was caught at his favorite tavern, the Busty Maid, eating a fine meal at his regular spot at the bar. He went quietly when the soldiers came, not putting up a fight as they carried him away, nor while he was sentenced to hang for his crimes. His last request was to have the stool from his favorite spot in the Busty Maid be the thing he stood on for his hanging. Before the stool was pulled from his feet he smiled and promised to haunt anyone who would sit in his spot at the tavern. He grinned as the stool was yanked out from under him, and kept grinning even after he was long dead. [b]Hardnook Plantation Mirror:[/b] The Hardnook family was one of the wealthiest plantation owners in their area. Unfortunately Vande, the head of the family, was a cruel man and abused all of the slaves and workers who worked for him. Angry at his actions and riled by an accident that killed a young child, the slaves eventually revolted and the family was forced to barricade themselves in the plantation manor. After three nights waiting for help Vande was fatally wounded and his wife, Seadora, grew insane from the constantly shouted threats and attacks. In her crazed delirium, she tied nooses around her husband’s neck, her neck, and the neck of each of her children. Then she threw each one over the banister in the entryway of the manor before jumping herself. The last thing each of them saw was the reflection of their struggling and gasping bodies in the large silver mirror that hung in that entryway. [b]The Willow's Doll:[/b] The exact origins of the doll are uncertain but the last owners, the Willow family, discovered it along the side of the road near their home. The doll is expertly made, with a smiling face and a body stuffed with soft feathers. [b]Sir Vincent's Portrait:[/b] Sir Vincent was a rich, arrogant, aristocrat who had great pride in his appearance and was known to be hot-headed about a disfiguring burn scar on his neck. Anyone who pointed it out would be shouted at, or even attacked if he was in a foul mood. When it came time to do his portrait he hired only the best in the land, but demanded that the scar be left out. Fabelli, the painter, refused the demand because he painted his subjects as he saw them. Sir Vincent was so furious at the sight of his scar in the portrait that he attacked Fabelli on the spot, grabbing a small stone bust in his anger and repeatedly beating Fabelli over the head with it. As he died, Fabelli left a single bloody handprint in the bottom corner of the portrait, his last words too gargled with blood for anyone to hear them. Sir Vincent simply ordered that the scar and handprint be painted over before anyone could hang it in the ballroom, paying off all witnesses to his crime.[/spoiler] [URL=http://www.drivethrurpg.com/product/154327/Southlands-Bestiary?affiliate_id=17596]Southlands Bestiary[/URL][spoiler] [b]Accursed Defiler:[/b] Accursed defilers are the lingering remnants of an ancient tribe that desecrated a sacred oasis inhabited by spirits of the desert. For their crime, the wrathful spirits wrought upon the tribe a terrible curse, so that they would forever wander the wastes attempting to quench an insatiable thirst. [b]Angatra:[/b] In certain jungle tribes, the breaking of tribal taboos, especially by tribal leaders or elders, invites terrible retribution from the tribe’s ancestral spirits. The transgressor is cursed, cast out, and executed, and then wrapped head to toe in lamba cloth to soothe the spirit and bind it within its mortal husk. Placed in a sealed tomb far from traditional burial grounds so none may disturb the deceased and so that their unclean spirits will not taint the blessed dead, the taboo-breakers’ bodies are visited every 10 years. At that time, the tribe performs a famadihana ritual, replacing the lamba bindings and soothing the deceased’s suffering. Over generations, the repeated performance of this ritual by the descendants of the damned expiates their guilt, until at long last the once-accursed person is admitted into the gates of the afterlife. However, if its descendants forget the lessons of the taboo and abandon their task, or if the sealed tomb is violated and desecrated in some other way, the penance of the ancestor turn in upon itself and the accursed soul becomes an angatra. Animated by the malice of wrong ancestors, the creature’s form undergoes a horrible metamorphosis within the cocoon of its decaying bonds. Its fingernails grow into vicious claws, while its skin becomes hard and leathery and its withered form is imbued with unnatural speed and agility. [b]Edimmu:[/b] Desert tribes often exile their criminals to wander the desert alone. A banished criminal who dies of thirst sometimes rises as an edimmu (eh-DIH-moo), a hateful undead who blames all sentient living beings for their fate and craving the life-giving water contained in their bodies [b]Gray Thirster:[/b] The greatest danger to people traversing the deep deserts of the Southlands is thirst, and even the best-prepared travelers can find themselves without water in the middle of the desert. The lucky ones die quickly, while those less fortunate linger in sun-addled torment for days before their tortured bodies give up. These souls often rise from the sands as gray thirsters, driven to inflict the torment they suffered upon other travelers. [b]Mummy Venomous:[/b] These variant mummies are crafted by Selket’s faithful to guard their holy sites and tombs, and to serve as the agents of the goddess’s retribution. [b]Rotting Wind:[/b] A rotting wind is an undead creature made up of the foul air and grave dust sloughed off by innumerable undead creatures within the countless lost tombs and grand necropolises of the Southlands deserts. [b]Sand Silhouette:[/b] Sand silhouettes are spirits of those who died in desperation that have seeped into the sand. [b]Sarcophagus Slime:[/b] Many sages speculate that the first sarcophagus slime was spawned accidentally, in a mummy-creation ritual gone horribly wrong; giving life to the congealed contents of the canopic jars rather than the mummified body. Others maintain it was purposefully created by a powerful necromancer pharaoh bent on formulating the perfect alchemical sentry to guard his accursed crypt. [b]Skin Bat:[/b] Skin bats are undead creatures created from the skin flayed from the victims of sacrificial rites, often in the name of Camazotz, Bat Lord of the Underworld. They are given a measure of unlife by a vile rituals involving immersion in flesh-filled vats. [/spoiler] [URL=http://www.drivethrurpg.com/product/153189/Southlands-Campaign-Setting?affiliate_id=17596]Southlands Campaign Setting[/URL][spoiler] [b]Mummy Animated Shroud:[/b] Animated shroud mummies are not merely cadavers that have become undead through the mummification process. Rather, their whole being—corpse, wrappings, and all—become part of the creatures’ conscious. [b]Mummy Hollow Men:[/b] Hollow men mummies are created using a particularly brutal ceremony where the human within the wrappings is boiled alive within the shrouds using a specially prepared elixir of natron. The subsequently created undead is nothing more than the animated wrappings of the ceremony, infused with the spirit of the murdered person. [b]Mummy Indestructible:[/b] These creatures keep their souls within a canopic jar, which acts in a similar way to a lich’s phylactery. So long as the jar remains intact, the mummy cannot be permanently destroyed and rises again, fully healed at dusk of the day upon which it was destroyed. The most common type of canopic jar is made of tough metal sealed with lead and containing both the viscera and strips of parchment upon which the magical phrases used to create the mummy are inscribed. [b]Mummy Revenant-Cursed:[/b] Murdered during its creation, the revenant-cursed mummy exists to exact revenge; whether against an individual, a dynasty or even a god. The enemy is chosen at the time of its creation and can never be altered. [b]Mummy Scarab-Infested:[/b] The foul scarab-infested mummy is created by a ceremony involving placing a fertilized scarab beetle into the stomach of a mummified victim. As the eggs hatch, they feast upon the enwrapped host, slowly riddling the cadaver with a particularly monstrous blight: a swarm of scarab beetles. [b]Monkey Swarm Mummified Creature:[/b] ? [b]Mummy Bog and Peat Beast:[/b] These creatures are created when the host falls into, drowns, or is otherwise engulfed in a deep bog or expanse of peat. [b]Mummy Frozen Kin:[/b] These mummies are created by exposure to ice; whether that be through falling into a freezing lake, into a glacier or through simple death through cold damage. [b]Mummy Salt:[/b] Salt mining is a very dangerous operation often carried out by the underclasses, slaves, or prisoners. In such treacherous work the mortality rate is high and many miners are buried alive. Salt mummies are spontaneous mummies created after such accidents. [b]Mummy:[/b] Although the majority of mummies are created through special ritual, some arise spontaneously, usually based on the location of their death. If such a location—be it bog or arid desert—has sufficient latent necromantic auras, the person who died there may rise as a mummy. Some cult members request burial in a particular way and involving a special ceremony that echoes that used to create mummies. The cults regard this method of burial (always while still living) as a way to immortality. Some orders and religions believe that the mummy is created to watch over her reincarnated kin and that they animate when they are called by those kin, often subliminally and sometimes centuries later. These mummies seek out their kin to protect them from harm—often something the kinsman is totally unaware of and may be horrified by. In darker cases, the mummy sees in that person the image of a dead lover and wishes to rekindle that love once more. Rarely, some mummies are created either through a voluntary death pact between lovers because the pair wish to continue even into undeath, or through two lovers who are forced as a punishment to endure rebirth as undead. [/spoiler] [URL=http://www.drivethrurpg.com/product/204420/Starjammer-Core-Rules?affiliate_id=17596]Starjammer Core Rules[/URL][spoiler] [b]Tardigrade Undead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/219965/Starjammer-Core-Rules-Starfinder-Edition?affiliate_id=17596]Starjammer Core Rules (Starfinder Edition)[/URL][spoiler] [b]Tardigrade Undead:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/85832/Tales-of-the-Old-Margreve-Web-Compilation?affiliate_id=17596]Tales of the Old Margreve Web Compilation[/URL][spoiler] [b]Cocooned Corpses:[/b] Cocooned Corpses are the desiccated remains of creatures wrapped in the cocoons of giant spiders. Horror and death throes animate the corpses. [b]Whispering Demons:[/b] Whispering Demons are alien mutterings that take form and flight in the deep Margreve.[/spoiler] [URL=http://www.drivethrurpg.com/product/146468/Terrors-of-Obsidian-Apocalypse-Haunts-PFRPG?affiliate_id=17596]Terrors of Obsidian Apocalypse: Haunts[/URL][spoiler] [b]Bell Tower:[/b] A bell-ringer fell down in this tower. Before he died he wished that the fall hadn’t happened... [b]Creeping Ectoplasm:[/b] ? [b]Dead Tree:[/b] The dead tree is a haunted leftover of a garden, an orchard, or a last patch of a forest—a single dead tree standing amid a barren landscape. [b]Doors to Damnation:[/b] A soldier guarded this door against overwhelming forces and cursed the invaders with his dying breath when he finally fell. [b]Devouring Mists:[/b] A pack of ghouls ambushed and devoured a group of people when they were passing this bridge on a foggy night. Memory of this event still lingers and hungers for flesh of the living. [b]Forbidden Library:[/b] Some books are not meant to be read, and some people dedicate their lives to prevent others from reading such forbidden books. Sometimes such dedication extends beyond life. [b]Hangman's Jig:[/b] A desperate prisoner was incompetently hanged in this small cell. An echo of his painful death lingers and haunts anyone visiting the room. [b]Heart of Embers:[/b] Cinders of a dead fire elemental slowly smolder until roused into a short burst of mindless rage against living beings. [b]Hungry Grave:[/b] A petty villain was punished by being buried alive in this grave. Now his soul desires to share his misery with others. [b]Last Dance:[/b] A mad aristocrat was isolated in this lavish chamber. The inhabitant’s spirit still haunts the room, yearning to dance, an obsession which was denied to him during his many years of isolation. [b]Lessons of the Past:[/b] This was a place of teaching, where a respected sage told didactic stories to children and youngsters. [b]Master's Admonition:[/b] A cruel and petty teacher of wizardry left a painful imprint on his long-abandoned study, still lashing out against anyone who messes with his things. [b]Memory of the Late Mistress:[/b] A woman died, choked to death by her jealous lover on this bed, forever tainting it with ghostly malice toward the living. [b]Might Over Magic:[/b] A magician was killed here by brute force, leaving a spiteful vestige driven by hatred of the magic that failed him. [b]Quarry of the Endless Toil:[/b] This old quarry was a place of misery and death for numerous prisoners and slaves. Even now their spirits are bound to suffer, sharing their weariness with the living who disturb their endless toil. [b]Screams of a Forlorn Mother:[/b] Screams of a forlorn mother formed because of a woman that died a sudden death while mourning her child. [b]Swordsman Betrayed:[/b] Here a master swordsman fought and won many duels until he was betrayed and stabbed in the back by an ally. A trace of his spirit still lingers here, mistaking anyone entering the courtyard for a challenger. [b]Touch of Hunger:[/b] The denizens of this dwelling starved to death. Their last thoughts were focused on the door to the empty pantry, which to their deluded minds appeared filled with supplies. [b]Warlock's Doom:[/b] This haunt is the lingering residue of a powerful magician’s final stand—slivers of his spirit and the last spell he ever cast bound together in a volley of destruction unleashed against the world.[/spoiler] [URL=http://www.drivethrurpg.com/product/89637/The-Baykok-PFRPG?affiliate_id=17596]The Baykok[/URL][spoiler] [b]Baykok:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/219024/The-Book-of-Many-Things?affiliate_id=17596]The Book of Many Things[/URL][spoiler] [b]Lich:[/b] Necromancer Necromantic Epiphany power. [b]Humanoid Skeleton:[/b] ? [b]Humanoid Zombie:[/b] ? Necromantic Epiphany (Su): The necromancer knows well what happens to the godless when they die, and he intends to avoid such a terrible fate. At 20th level, the necromancer constructs a phylactery that he then uses to turn herself into a lich.[/spoiler] [URL=https://www.drivethrurpg.com/product/239962/The-Book-of-Many-Things-Volume-2-Shattered-Worlds?affiliate_id=17596]The Book of Many Things Volume 2: Shattered Worlds[/URL][spoiler] [b]Soulrent Reborn:[/b] Soulrent reborn are raised into unlife by the champions of death from Volwryn. [b]Undead:[/b] Sun-Dead feat. [b]Lich:[/b] ? [b]Mummy:[/b] ? [b]Ghost:[/b] ? Sun-Dead (Elf) Your destroyed lifeforce continues on, driven by an undead craving. Prerequisite: Sun-Drained, Con 11, Cha 13, character level 11th, elf. Benefit: You become an undead creature. You have no Constitution score and use your Charisma to calculate your hit points, Fortitude saves, and any special ability that relies on Constitution. You gain Darkvision out to 60 feet, all undead traits, immunities, and weaknesses.[/spoiler] [URL=https://www.drivethrurpg.com/product/115649/The-Deluxe-Guide-to-Fiend-Summoning-and-Faustian-Bargains?affiliate_id=17596]The Deluxe Guide to Fiend Summoning and Faustian Bargains[/URL][spoiler] [b]Shaldifos, Vine's Mount:[/b] ? [b]Murmur:[/b] ? [b]Ghost:[/b] Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. [b]Lich:[/b] Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. [b]Vampire:[/b] Any creature suffering from a negative level inflicted by the hammer of the unworthy when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. Hammer of the Unworthy: Belial wields a powerful specific weapon called the hammer of the unworthy. The hammer of the unworthy is a +5 warhammer that, upon a successful critical hit, causes the target to gain 1d6 negative levels. After 24 hours, the affected creature must succeed on a Fortitude save (DC 24) or the negative levels become permanent. Any creature suffering from one of these negative levels when it dies immediately rises as Belial’s choice of a ghost, a lich, or a vampire. In the case of a lich, it treats the hammer of the unworthy as its phylactery. If a creature that would rise as an undead as a result of this ability would also return to life as a pit fiend as a result of the edge of the forsaken’s ability, that creature becomes a pit fiend with the chosen template. The undead creature obeys the wielder’s commands as though it were affected by the spell control undead, except that the effect is permanent. This weapon can only be wielded by the fiend Belial, and in the hands of any other creature it merely functions as a +5 warhammer.[/spoiler] [URL=http://www.drivethrurpg.com/product/139143/The-Genius-Guide-to-Gruesome-Dragons?affiliate_id=17596]The Genius Guide to Gruesome Dragons[/URL][spoiler] [b]Bone Adults:[/b] Bone dragons arise when a dead dragon retains a powerful emotional connection to the world of the living. The deceased dragon might still jealously guard an ancient treasure trove, or thirst for revenge against its mortal slayers who believe it forever vanquished. There are many reasons for a dragon’s soul to survive the grave, but the only outcome of such a manifestation is misery and death for the world around it. “Bone” is an acquired template that can be added to any corporeal dragon of at least Large size. [b]Bone Adult Blue Dragon:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/115546/The-Genius-Guide-to-Gruesome-Undead-Templates?affiliate_id=17596]The Genius Guide to Gruesome Undead Templates[/URL][spoiler] [b]Carrier:[/b] Carrier undead are normally a result of someone dying of disease under the same conditions that might normally create an undead – lack of proper burial, evil magic, negative material energy, or strong negative emotions. Less commonly, carrier undead may be the result of an undead disease – either from necromantic magics or from infection from a ghoul bite or similar undead injury. A manifestation of undead disease. [b]Flayed:[/b] Most often flayed undead are those who were tortured to death and lost their skin as part of that torture, or those who carry heavy self-hate and guilt and as a result manifest as bodies lacking the natural protection of their outer hide. Flayed undead can also be created intentionally by necromancers who like to use the skin of undead to create books of necromantic knowledge. [b]Fungal:[/b] Fungal undead often come into existence when undead dwell in damp, underground places. Leaky tombs and crypts, sunken ships, swampland battlefields, and towns destroyed by flooding are all likely locations for these gruesome creatures. The fungi attached to such animate corpses are themselves undead, making them immune to effects that target or protect from plants. Occasionally an undead fungus spreads from its point of origin, infecting undead and spreading through colonies of necromantic creatures to create a horde of fungal undead. [b]Gaping:[/b] Gaping undead may be the remains of creatures that died screaming in agony, or of those with strong ties to singing, speaking, or sound, or may just be a gruesome mutation of the normal undead creation process. They could easily be found in places where innocents died in large numbers while terrified and hurt (such as an abandoned bardic academy that is also the site of a slaughter), or places where negative energy is strong and effects the development of undead created there (such as the demiplane of a necromancer who foolishly drew on the negative plane). [b]Racked:[/b] Racked undead were subject to merciless stretching prior to death. Most often they are the result of being put on the rack as torture and pulled at wrists and ankles, but a racked undead might have died by being drawn by horses, caught in a clockwork device that tore it slowly apart, or been ripped limb from limb by a carnivorous ape. [b]Whispering:[/b] Whispering undead are normally either undead spellcasters who have never given up seeking knowledge, or the remains of someone killed after betraying a secret it swore to keep to itself.[/spoiler] [URL=http://www.drivethrurpg.com/product/107298/The-Genius-Guide-to-Horrific-Haunts?affiliate_id=17596]The Genius Guide to Horrific Haunts[/URL][spoiler] [b]Bruja Cauldron:[/b] A bruja cauldron is a haunt tied to an object, generally a large cauldron used by a coven of hags or witches for brewing poisons and evil potions. When a hag in the coven dies he or she is boiled within the cauldron and fed to the other members of the coven. The spirits of the consumed witches remain bound to the cauldron, and can be called upon to grant their power to others. [b]Drowned Doxie:[/b] This haunt most commonly occurs when someone is drowned by a trusted friend or loved one, and their body is weighted down and left in the water. The classic version of this is when a man drowns a low-class lover when she becomes an impediment to an arranged marriage with a wealthy woman of high station. Similar haunts are often created when mothers drown children to hide their existence, innocents are drowned by friends for witnessing some crime, or citizens are drowned by the guards or elders they trusted either for uncovering corruption or as part of a deal to surrender the town to an enemy force. [b]Unending Laboratory:[/b] When an alchemist or spellcaster dedicates a laboratory to creating golems, sometimes shreds of the elemental spirits of animation used to power golems built there infuse the laboratory itself. The tools, forges, and walls themselves take on a life of their own.[/spoiler] [URL=http://www.drivethrurpg.com/product/87722/The-Genius-Guide-to-Simple-Monster-Templates?affiliate_id=17596]The Genius Guide to Simple Monster Templates[/URL][spoiler] [b]Ghul:[/b] Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. [b]Draghul Adult White Dragon Ghul Creature:[/b] ? [b]Ghoul:[/b] Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. [b]Ghoul Ghast:[/b] Related to (and possibly the origin of) lesser creatures such as ghouls and ghasts, ghuls are a powerful form of undead caused by starvation after turning to cannibalism and grave robbing. A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead. [b]Zombie:[/b] A creature killed while under the effects of a ghul's exhalation of death becomes a ghast (if humanoid) or zombie (if not humanoid) if it had 5 or fewer Hit Dice, and a ghul if it had 6 or more. It rises in undeath 1d6 hours after being slain. A remove curse, neutralize poison, or similar spell cast on its body during this incubation period might prevent the corpse from becoming undead. The caster of such a spell must make a caster level check (DC 10 + HD of ghul that affected the target with exhalation of death), and on a successful check the corpse does not become an undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/80724/The-Great-City-Urban-Creatures--Lairs?affiliate_id=17596]The Great City: Urban Creatures & Lairs[/URL][spoiler] [b]Zaelemental:[/b] A zaelemental forms when the sleeping goddess Kindrogga Zael allows one of her cultists to mix moordsap—the blood infused dirt formed by sacrificing in her unholy name—with sewage. [b]Zaelemental Greater:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/57932/The-Great-City-Campaign-Setting?affiliate_id=17596]The Great City Campaign Setting[/URL][spoiler] [b]Bay Zombie:[/b] The Bay Zombie is a by-product of the failed experiments of the Imperial Guild of Arcanists and Engineers. The Emperor and the Blood Triperium is very interested in finding a way to extend its dominion to all corners of the world and long suffered through various trials to introduce magically modified creatures capable of taking the battle to the depths of the sea. Periodically, the guild dumps these horrifically maimed and reconstructed creatures off the coast, sinking them to the bottom of the ocean where they rarely survive for very long. The source of bay zombies remains unknown, but those with long memories cannot help notice that many bear uncanny resemblance to Azindralean political prisoners (albeit modified with tentacles and claws) taken for speaking out against Lord Othorion Atregan and his re-conquest. [b]Sklaverredisanos Lich Wizard 12 Assassin 5:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/112210/The-Mad-Doctors-Formulary-Portrait?affiliate_id=17596]The Mad Doctor's Formulary[/URL][spoiler] [b]Undead:[/b] Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. [b]Allip:[/b] Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. [b]Ghost:[/b] Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres. [b]Spectre:[/b] Many chirurgical procedures are damaging to the patient's psyche and the natural balance of their mental processes. This imbalance extends into the spiritual plane, and creatures who recently underwent mind-altering chirurgical procedures might have a greater than normal chance of arising as unquiet dead, perhaps haunts that spread madness and torment, or as actual undead creatures such as allips or, more rarely, ghosts or spectres.[/spoiler] [URL=http://www.drivethrurpg.com/product/112179/The-Nemesis-Bestiary-Volume-One?affiliate_id=17596]The Nemesis Bestiary Volume 1[/URL][spoiler] [b]Whore Eater:[/b] In the trading city of Rasfar, when a prostitute dies, she may not be buried on hallowed ground. Instead, her body is chained, and she is buried at a cross roads far from the city walls, in hopes that she will not rise again. Roses and oranges placed above the grave are said to prevent her from rising again. [/spoiler] The Perfect Storm[spoiler] [b]Storm Wraith:[/b] Slain by a stroke of lighting, these bitter spirits have been fed on the energy of stormy weather and perpetuate the storm that slew them so that it never abates. Driven mad by their sudden death, the lighting that thunders in their ears, and the winds that unceasingly buffet their soul, storm wraiths seek to slay any they encounter and entrap their souls within the swirling clouds that surround them.[/spoiler] [URL=http://www.drivethrurpg.com/product/103168/The-Rogues-Gallery-The-Cloven-Hoof-Syndicate?affiliate_id=17596]The Rogues Gallery: Cloven Hoof Syndicate[/URL][spoiler] [b]Aymielle Human Skeletal Champion Rogue 5/Sorcerer 5:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/99008/The-Spellweaver-PFRPG-Edition?affiliate_id=17596]The Spellweaver PFRPG Edition[/URL][spoiler] [b]Weavehaunt:[/b] Any humanoid creature drained to 0 Intelligence by a Weave haunt has its spirit bound to the Weave as a Weave haunt. A Weave haunt is an incorporeal creature typically created when a spellweaver is slain due to his extreme failure to successfully wield the Weave’s magic. At the time of death, the connection to the Weave drew the spellweaver’s spirit into itself and infused it with its own energies, capturing the spirit at the moment of painful death and forever entangling the lost soul in the Weave’s threads. Being slain by strand grubs can also lead to the victim becoming a Weave haunt. A victim that is reduced to zero remaining spell slots or no remaining daily spellweaves from strand grub infestation must attempt an additional DC 17 Will save per minute this situation remains. Failure means the creature dies, causing the grubs to once again pour out of its body. Furthermore, unless the corpse is destroyed (or raised or the like) before the passing of 24 hours, the victim will become a weave haunt at the end of that time.[/spoiler] [URL=http://www.drivethrurpg.com/product/123976/Thunderscape-the-World-of-Aden-Campaign-Setting?affiliate_id=17596]Thunderscape: the World of Aden: Campaign Setting[/URL][spoiler] [b]Wasted:[/b] There are few fates more horrible than death by the Wasting, but becoming one of the Wasted is one of them. Perhaps one in a hundred victims of the Wasting rises as these walking dead, its manite implants somehow seizing control of the corpse it is installed in and lashing out with blind fury. No one yet has been able to determine if wasted are a side-effect of golemization itself, or if they are caused by the Darkfall manipulating fears of golemoids. “Wasted” is an acquired template that can be added to any corporeal creature with one or more manite implants. [b]Human Wasted:[/b] ? [/spoiler] [URL=http://www.drivethrurpg.com/product/147944/Tomb-Raiders?affiliate_id=17596]Tomb Raiders[/URL][spoiler] [b]Human Vampire Cleric 11, Kanefrah:[/b] Desperate for a way to punish the heathen invaders, Kanefrah turned to rites long forbidden by her church. Kanefrah resurrected the Court of Slaughter, a heretical cult dedicated to Sekhmet’s most brutal and violent aspect. Just as Sekhmet feasts upon the blood of men who disrespect Ra, so too the Court of Slaughter fed upon the living. They transformed themselves into monsters—unholy abominations that preyed upon the faithless. These profane rituals brought about the end of Kanefrah’s first life, transforming her into a child of the night. [b]Mummified Human Slayer 11, Djenmett of the Many Eyes:[/b] As a mortal man, Djenmet of the Many-Eyes served the then-living Kanefrah as a member of her elite guard. When Kanefrah joined the Court of Slaughter and became the monster she is today, Djenmet was one of the few servants who remained faithful to his mistress. It was Djenmet who kept vigil over her sarcophagus as she slept through the day, and Djenmet who lost his life to the blades of the traitorous acolytes. To conceal Djenmet’s murder, the acolytes interred him alongside his mistress, beginning the process of mummification so that he might serve his lady in the afterlife. The acolytes were slain before they could complete the process, leaving Djenmet’s body disfigured and his soul trapped in his body, unable to pass on to the next world. Moved by his loyalty, Kanefrah completed the process of his mummification upon awaking from her torpor so that he might serve her in death as faithfully as he did in life. [b]Human Skeletal Champion Bloodrager 8, Mighty Bozhrak:[/b] Bozhrak’s death came when Kanefrah, in her guise as a courtier, invited his troupe to entertain her entourage. Bozhrak was immediately smitten with the vampire, and abandoned his carnival to join Kanefrah’s court and pledge his eternal love for the “noble lady.” Though initially repulsed by the advances of a foreigner, Kanefrah realized that the brute possessed a strength and “moral flexibility” that she could put to use. Kanefrah revealed her true nature to Bozhrak, and offered him a place by her side at the cost of his mortality. Bozhrak accepted, and was stripped of his flesh, becoming the skeletal champion he is today. [b]Human Ghost Bard 8, Reginell Carthworth III:[/b] Having died a violent death, with his great work still unfinished, Reginell’s soul persisted in this world after his death.[/spoiler] [URL=https://www.drivethrurpg.com/product/97423/Tome-of-Adventure-Design?affiliate_id=17596]Tome of Adventure Design[/URL][spoiler] Pathfinder/Swords and Wizardry [b]Ghost Shipwreck:[/b] ? [b]Undead Giant Crab Carapace:[/b] ? [b]Undead:[/b] In folklore, almost all undead creatures arise from some sort of break in the normal life cycle as that culture defines the life cycle (and that’s not always the same in all cultures). Some ceremony wasn’t performed – often burial or last rites, or some action taken by the undead person during his life represented a breach of the natural order of things. Table 2-64: Basic Types of Undead Creatures Die Roll Undead Type 01-04 Corporeal, genius, non-reproductive 05-08 Corporeal, genius, reproduces through prey 09-12 Corporeal, non-intelligent, non-reproductive 13-16 Corporeal, non-intelligent, reproduces through prey 17-20 Corporeal, semi-intelligent, non-reproductive 21-24 Corporeal, semi-intelligent, reproduces through prey 25-28 Incorporeal, genius, non-reproductive 29-32 Incorporeal, genius, reproduces through prey 33-36 Incorporeal, non-intelligent, non-reproductive 37-40 Incorporeal, non-intelligent, reproduces through prey 41-44 Incorporeal, semi-intelligent, non-reproductive 45-48 Incorporeal, semi-intelligent, reproduces through prey 49-52 Non-human corporeal, intelligent, non-reproductive 53-56 Non-human, corporeal, intelligent, contagious Undeath 57-60 Non-human, corporeal, non-intelligent, contagious Undeath 61-64 Non-human, corporeal, non-intelligent, non-reproductive 65-68 Non-human, corporeal, semi-intelligent, contagious Undeath 69-72 Non-human, corporeal, semi-intelligent, non-reproductive 73-76 Non-human, incorporeal, intelligent, contagious Undeath 77-80 Semi-corporeal, genius, non-reproductive 81-84 Semi-corporeal, genius, reproduces through prey 85-88 Semi-corporeal, non-intelligent, non-reproductive 89-92 Semi-corporeal, non-intelligent, reproduces through prey 93-96 Semi-corporeal, semi-intelligent, non-reproductive 97-00 Semi-corporeal, semi-intelligent, reproduces through prey Table 2-65: Causes of Intelligent Undeath Die Roll Cause of Intelligent Undeath 01-10 Cursed by enemy 11-20 Cursed by gods 21-30 Disease such as vampirism 31-40 Prepared by others for Undeath, at or before death (unwillingly) 41-50 Prepared by others for Undeath, at or before death (willingly) 51-60 Prepared self for Undeath, during life 61-70 Rejected from underworld for some reason 71-80 Returned partially by actions of others 81-90 Returned to gain vengeance for own killing 91-00 Returned to guard location or item important to self during life Table 2-66: Preparations for Intelligent Undeath Note that some of these preparations might be voluntary on the part of the person being prepared for intelligent Undeath. Other preparations described on this table would be the activity of someone else, with or without the consent of the person being prepared. Die Roll Preparation 01-10 Actions are taken to ensure that a god will curse the soul with intelligent undeath 11-20 Corpse/body is preserved/prepared in such a way that the soul (or life force) cannot depart 21-30 Living body parts incorporated into corpse keep it “alive” 31-40 New soul brought into dead body 41-50 Pact with gods/powers of afterlife to reject soul 51-60 Physical preparation raises body with echo of former intelligence 61-70 Physical preparation raises body with full former intelligence 71-80 Ritual binds soul to a place 81-90 Soul captured by ritual, kept in the wrong plane of existence 91-00 Soul captured in item to prevent completion of the death cycle Table 2-67: Breaks in the Life Cycle As mentioned above, most Undeath traditionally results from a break in the natural order of the victim’s life cycle. Looking through the following wide assortment of such “breaks” may give you some good ideas for specific details about your undead creature. Die Roll Nature of the Break (d100) 01 Deliberately cursed at death by others for actions during lifetime 02 Died after committing crime: Arson 03 Died after committing crime: Assault 04 Died after committing crime: Bankruptcy 05 Died after committing crime: Battery 06 Died after committing crime: Begging 07 Died after committing crime: Blackmail 08 Died after committing crime: Blasphemy 09 Died after committing crime: Breach of contract 10 Died after committing crime: Breach of financial duty 11 Died after committing crime: Breaking and entering 12 Died after committing crime: Bribery 13 Died after committing crime: Burglary 14 Died after committing crime: Cattle theft or rustling 15 Died after committing crime: Consorting with demons 16 Died after committing crime: Counterfeiting 17 Died after committing crime: Cowardice or desertion 18 Died after committing crime: Demonic possession 19 Died after committing crime: Desecration 20 Died after committing crime: Disrespect to clergy 21 Died after committing crime: Disrespect to nobility 22 Died after committing crime: Drug possession 23 Died after committing crime: Drug smuggling 24 Died after committing crime: Drunkenness 25 Died after committing crime: Embezzlement 26 Died after committing crime: Escaped slave 27 Died after committing crime: Extortion 28 Died after committing crime: False imprisonment 29 Died after committing crime: Fleeing crime scene Die Roll Nature of the Break (d100) 30 Died after committing crime: Forgery 31 Died after committing crime: Forsaking an oath 32 Died after committing crime: Gambling 33 Died after committing crime: Grave robbery 34 Died after committing crime: Harboring a criminal 35 Died after committing crime: Harboring a slave 36 Died after committing crime: Heresy 37 Died after committing crime: Horse theft 38 Died after committing crime: Incest 39 Died after committing crime: Inciting to riot 40 Died after committing crime: Insanity 41 Died after committing crime: Kidnapping 42 Died after committing crime: Lewdness, private 43 Died after committing crime: Lewdness, public 44 Died after committing crime: Libel 45 Died after committing crime: Manslaughter 46 Died after committing crime: Misuse of public funds 47 Died after committing crime: Murder 48 Died after committing crime: Mutiny 49 Died after committing crime: Necromancy 50 Died after committing crime: Participating in forbidden meeting 51 Died after committing crime: Perjury 52 Died after committing crime: Pickpocket 53 Died after committing crime: Piracy 54 Died after committing crime: Poisoning 55 Died after committing crime: Possession of forbidden weapon 56 Died after committing crime: Prison escape 57 Died after committing crime: Prostitution Die Roll Nature of the Break (d100) 58 Died after committing crime: Public recklessness 59 Died after committing crime: Racketeering 60 Died after committing crime: Rape 61 Died after committing crime: Receiving stolen goods (fencing) 62 Died after committing crime: Robbery 63 Died after committing crime: Sabotage 64 Died after committing crime: Sale of shoddy goods 65 Died after committing crime: Sedition 66 Died after committing crime: Slander 67 Died after committing crime: Smuggling 68 Died after committing crime: Soliciting 69 Died after committing crime: Swindling 70 Died after committing crime: Theft 71 Died after committing crime: Treason 72 Died after committing crime: Trespass 73 Died after committing crime: Using false measures 74 Died after committing crime: Witchcraft 75 Died after violating taboo: dietary 76 Died after violating taboo: loyalty 77 Died after violating taboo: marriage 78 Died after violating taboo: sexual Die Roll Nature of the Break (d100) 79 Died as a glutton 80 Died as a miser 81 Died as coward 82 Died deliberately 83 Died unloved and unmourned 84 Died while a slave 85 Died while owning slaves 86 Died without children 87 Died without dying (I don’t know, but it sounds good) 88 Died without fulfilling contract 89 Died without fulfilling oath 90 Died without honor (marriage or parenthood) 91 Died without honor (traitor) 92 Died without manhood/womanhood rites 93 Died without marrying 94 Died without proper preparations for death 95 Died without properly honoring ancestors 96 Died without tribal initiation 97 Eaten after death 98 Not buried/burned 99 Not given proper death ceremonies 100 Not given proper preparations for afterlife Table 2-68: Manner of Death The manner in which an undead creature might have died can give rise to good ideas about the nature of the creature’s abilities, appearance, and motivations (if it is an intelligent form of undead). Die Roll Manner of Death 01 Burned in fire 02 Burned in lava 03 Cooked and eaten 04 Crushed 05 Defeated in dishonorable combat 06 Defeated in honorable combat 07 Died during a storm 08 Died during harvest time 09 Died during peacetime 10 Died in a swamp 11 Died in particular ancient ruins 12 Died in the hills 13 Died in the mountains 14 Died near particular type of flower 15 Died near particular type of tree 16 Died of disease 17 Died of fright 18 Died of natural causes 19 Died of thirst 20 Died while carrying particular weapon Die Roll Manner of Death 21 Died while carrying stolen goods 22 Died while wearing particular garment 23 Died while wearing particular piece of jewelry 24 Drowned 25 Executed by asphyxiation 26 Executed by cold 27 Executed by drowning 28 Executed by exposure to elements 29 Executed by fire 30 Executed by hanging 31 Executed by live burial 32 Executed by starvation 33 Executed by strangulation 34 Executed by thirst 35 Executed despite having been pardoned 36 Fell from great height 37 Frozen/hypothermia 38 Heart failure 39 In the saddle 40 Killed by a creature that injects eggs Die Roll Manner of Death 41 Killed by a deception 42 Killed by a jealous spouse 43 Killed by a jester 44 Killed by a lover 45 Killed by a lynch mob 46 Killed by a traitor 47 Killed by a trap 48 Killed by accident 49 Killed by ancient curse 50 Killed by birds 51 Killed by blood poisoning 52 Killed by demon 53 Killed by dogs/jackals 54 Killed by gluttony 55 Killed by insect(s) 56 Killed by inter-dimensional creature 57 Killed by magic 58 Killed by magic weapon 59 Killed by metal 60 Killed by mistake 61 Killed by own child 62 Killed by own parent 63 Killed by particular type of person 64 Killed by poisonous fungus 65 Killed by poisonous plant 66 Killed by pride 67 Killed by priest 68 Killed by relative 69 Killed by soldiers during battle 70 Killed by some particular monster 71 Killed by strange aliens Die Roll Manner of Death 72 Killed by undead 73 Killed by wine or drunkenness 74 Killed by wooden object 75 Killed for a particular reason 76 Killed in a castle 77 Killed in a particular place 78 Killed in a tavern 79 Killed in particular ritual 80 Killed in tournament or joust 81 Killed near a particular thing 82 Killed on particular day of year 83 Killed under a particular zodiacal sign (i.e., a particular month or time) 84 Killed under moonlight 85 Killed underground 86 Killed while exploring 87 Killed while fishing 88 Killed while fleeing 89 Killed while hunting 90 Killed while leading others badly 91 Killed while leading others well 92 Murdered 93 Sacrificed to a demon 94 Sacrificed to a god 95 Sacrificed to ancient horror 96 Starved to death 97 Strangled 98 Struck by lightning 99 Struck down by gods 100 Tortured to death Dexterity Loss. The attack drains one or more points of dexterity from the victim. The attacker may or may not gain a benefit from the drain (additional hit points, to-hit bonuses, etc) depending upon whether it seems to fit well with the concept. If the victim reaches a dexterity of 0, one of several things might happen: the victim might die and become a creature similar to the attacker (this is common with undead, but a bit weird when dexterity is the attribute score being drained). One explanation for death at 0 dexterity is that the body’s internal systems (circulatory, etc) are no longer working in time with each other. [b]Zombie:[/b] Animated bodies need not be the result of black magic (which is the case for, say, the standard zombie). Individual Curse Death Magic. [b]Ghoul:[/b] ? [b]Skeleton:[/b] ? [b]Ghost:[/b] ? [b]Vampire:[/b] ? [b]Wraith:[/b] Individual Curse Death Magic. Individual Curse Death magic (saving throw) possibly combined with something unpleasant that happens after death (becoming a zombie or a wraith, for instance)[/spoiler] [URL=http://www.drivethrurpg.com/product/93671/Tome-of-Horrors-Complete--Pathfinder-Edition?affiliate_id=17596]Tome of Horrors Complete[/URL][spoiler] [b]Apparition:[/b] A humanoid slain by an apparition becomes an apparition itself in 1d4 rounds. Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil. [b]Bhuta:[/b] When a person is murdered, the spirit sometimes clings to the Material Plane, refusing to accept its mortal death. Since the transformation into unlife is almost instant (occurring within 1-2 hours after death), the bhuta appears as it did in life. [b]Bloody Bones:[/b] Their true origins are unknown, but they are believed to be the undead remains of those who desecrate evil temples and are punished by the gods for their wrongdoings. [b]Bog Mummy:[/b] Any humanoid that dies from bog rot becomes a bog mummy in 1d4 days unless a remove disease is cast (within one day after death) or the creature is brought back to life (raise dead is ineffective, but resurrection or true resurrection works). When a corpse preserved by swamp mud is imbued with negative energy, it rises as a bog mummy. [b]Bogeyman:[/b] Bogeymen are the stuff of legends: creatures created in the minds of parents who relayed stories about incorporeal ghosts coming to carry their children off if they didn’t go to bed when they were supposed to, didn’t do their chores when asked, and so on. The apparitional bogeyman’s ties to the land of the living are a result of these stories. [b]Brykolakas:[/b] Their true origin remains a mystery to even the most learned of sages though stories among the learned speak of dark necromantic arts involving ancient magicks and packs of ghouls. [b]Cadaver:[/b] Cadavers are the undead skeletal remains of people who have been buried alive or given an improper burial (an unmarked grave or mass grave for example). [b]Coffer Corpse:[/b] The coffer corpse is an undead creature formed as the result of an incomplete death ritual. [b]Corpse Candle:[/b] Corpse candles are formed when creatures are sacrificed by ritualistic drowning to a sea or water deity. The fear of dying coupled with the hatred of the ones performing the ritual infuses the victims’ spirit with energy that often lingers in the area and empowers the corpse with unlife, raising it as a corpse candle. [b]Crucifixion Spirit:[/b] Crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their soul having not entirely departed the Material Plane, has risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such a ghastly manner. [b]Crypt Thing:[/b] Crypt things are undead creatures found guarding tombs, graves, crypts, and other such structures. They are created by spellcasters to guard such areas and they never leave their assigned area. Thanopsis and a visiting priest combined forces to create the crypt thing that protects the ossuary and Thanopsis’ tomb from defilement. (Mountains of Madness) [i]Create Crypt Thing[/i] spell. [b]Crypt Guardian:[/b] ? [b]Darnoc:[/b] Any humanoid slain by a darnoc becomes a darnoc in 1d4 rounds. The darnoc are said to be the restless spirits of oppressive, cruel, and power hungry individuals cursed forever to a life of monotony and toil, forbidden by the gods to taste the spoils of the afterlife they so desperately craved in life. [b]Demi-Lich:[/b] A demi-lich is an advanced lich of great power. When the life force of a lich ceases to exist and the material body finally decays (often after centuries of undeath), the soul lingers in the area and slowly over time possesses all that remains of the lich—its skull. [b]Demiurge:[/b] The demiurge is the undead spirit of an evil human returned from the grave with a wrathful vengeance against all living creatures that enter its domain. [b]Draug:[/b] The draug is the vengeful spirit of a ship’s captain who died at sea, thus being denied a proper burial. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Draug Ship:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Fear Guard:[/b] Any living creature reduced to Wisdom 0 by a fear guard is slain and becomes a fear guard under the control of its killer in 1d6 rounds. Fear guards embody evil in its blackest conjuration. They are summoned from some unknown place by evil wizards and clerics to guard prized possessions or a valued location. [b]Fetch:[/b] When a murdered person is buried on frozen ground, it often returns from the grave as a fetch, an evil undead monster with a hatred of fire and the living. [b]Fire Phantom:[/b] When a creature dies on the Elemental Plane of Fire, its soul often melds with part of the fiery plane and reforms as a fire phantom; a humanoid creature composed of rotted and burned flesh and elemental fire. [b]Fye:[/b] When a traumatic event occurs within the vicinity of a temple or other holy place, energy often lingers in the area polluting and contaminating an object or the ground itself. This sometimes leads to the formation of a mindless entity—the fye. [b]Ghoul Cinder:[/b] A creature that is burned to death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed fireball has been found mysteriously charred to death many months after the deed. [b]Ghoul Dust:[/b] When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies (see City of Brass by Necromancer Games), there is a good chance it returns from the afterlife as a dust ghoul—an undead flesh-eating creature composed of dust and earth. [b]Ghoul-Stirge:[/b] The origin of the ghoul-stirge has been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil and (thought to be) insane necromancers. [b]Grave Risen:[/b] They are created from a normal corpse in an area where the blood of a spellcaster is spilled and permeates the ground. The blood fuses with a corpse which sometimes animates as a grave risen. [b]Groaning Spirit:[/b] The groaning spirit is the malevolent spirit of a female elf that is found haunting swamps, fens, moors, and other desolate places. [b]Hanged Man:[/b] A hanged man is the restless corpse of an evil humanoid that was hanged or the spirit of one wrongfully accused of a crime and hanged. [b]Haunt:[/b] The haunt is the spirit of a person who died before completing some vital task. [b]Hoar Spirit:[/b] Believed to be the spirits of humanoids that freeze to death either because of their own mistakes or because of some ritualistic exile into the icy wastes by their culture. [b]Huecuva:[/b] Huecuva are the undead spirits of good clerics who were unfaithful to their god and turned to the path of evil before death. As punishment for their transgression, their god condemned them to roam the earth as the one creature all good-aligned clerics despise — undead. The nihilistic Ahriman gave his greatest gift to his newfound converts — complete and utter destruction. The wicked being betrayed them even as their former patron Aten condemned them as well. The Khemitian god transformed the heretics into 5 huecuvas. (Mountains of Madness) [b]Lantern Goat:[/b] Lantern goats are undead wanderers thought to be the coalescence of souls of people who died while lost in the wilderness. Just as normal goats sometimes drift from the shepherd’s care and fall prey to the dangers of the wild, so too do humans and demihumans often meet with a dire end while trekking alone in the hills. Whether they die of exposure or become a predator’s meal, these lost travelers usually journey in spirit form to the afterlife. Some, however, if they perish too close to a lantern goat, find their souls drawn into the fell receptacle the creature wears around its neck. [b]Gruff Lantern Goat:[/b] The gruff lantern goat is an advanced-HD lantern goat. [b]Lich Shade:[/b] The road a spellcaster travels in his or her quest for lichdom is not without danger. During the dark rituals invoked to achieve lichdom, the caster sometimes errs in his or her calculations or unleashes mystic forces best left untapped. When such an event occurs, the spellcaster is usually destroyed outright. Other times, something is born as a result of this failed ritual—a lich shade. Lich shades are evil creatures who attempted to achieve lichdom but failed for whatever reason. The creature is not destroyed, nor does it become a lich, it becomes something in between—something in between mortal life and eternal unlife. [b]Mortuary Cyclone:[/b] A mortuary cyclone is an undead creature born when living creatures tamper with or desecrate a mass grave (either magically or naturally). [b]Mummy of the Deep:[/b] It is the result of an evil creature that was buried at sea for its sins in life. The wickedness permeating the former life has managed to cling even into unlife and revive the soul as a mummy of the deep. [b]Murder Crow:[/b] These creatures are formed in desolate areas where the formless souls of birds condense into a solitary creature—a murder crow. [b]Murder-Born:[/b] Spawned of hatred when both mother and child are murdered, the rapacious soul of the unborn sometimes rises as a foul and corrupt spirit. [b]Ooze Undead:[/b] When an ooze moves across the grave of a restless and evil soul, a transformation takes place. The malevolent spirit, still tied to the rotting flesh consumed by the ooze, melds with the ooze. [b]Ooze Vampiric:[/b] The vampiric ooze is thought to have been created by a great undead spellcaster using ancient and forbidden magic. Some believe the vampiric ooze was formed when an ochre jelly slew a vampire and absorbed it. [b]Phantasm:[/b] While many undead creatures are the undead form of once living creatures, phantasms have no real material connection to living creatures; they are spirits born of pure evil. [b]Phasma:[/b] A phasma is an undead creature spawned when a humanoid or monstrous humanoid fails its Fortitude saving throw against a phantasmal killer spell and dies as a result. [b]Poltergeist:[/b] Poltergeists are undead spirits that haunt the area where they died. [b]Shadow Rat:[/b] ? [b]Shadow Rat Dire:[/b] ? [b]Rawbones:[/b] A rawbones is an undead creature that comes into being when a tortured person rises from the grave. [b]Red Jester:[/b] Red jesters are thought to be the undead form of court jesters having been put to death for telling bad jokes, making fun of the local ruler, or dying in an untimely manner (which could be attributed to one or both of the first two). Another legend speaks of the red jesters as being the court jesters of Orcus, Demon Prince of the Undead, sent to the Material Plane to “entertain” those the demon prince has chosen to pay special attention to. The actual truth to their origin remains a mystery. [b]Shadow Lesser:[/b] According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows. Unlike normal shadows, lesser shadows do not create spawn (though it is rumored that a variant of the lesser shadow can in fact create spawn). [b]Skeleton Black:[/b] Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind. [b]Skulleton:[/b] Skulletons are undead creatures believed to have been created by a lich or demilich, for the creature greatly resembles the latter in that it is nothing more than a pile of dust, a skull, and a collection of bones. The gemstones inset in its eye sockets and in place of its teeth are not gemstones at all, but painted glass (worthless). The skulleton is thought to have been created to frighten off would-be tomb plunderers, or convince them they have defeated the skulleton’s creator rather than a minor servitor and tomb guardian. Construction A skulleton’s body consists of a humanoid skull and the bones and dusty remains of its body. The false jewels are worthless, but do require a jeweler of some skill to properly cut and mount them to lend them an air of authenticity. Additional rare powders and incense worth 3,500 gp are also needed to complete the process. SKULLETON CL 9th; Price 8,000 gp Requirements animate dead, contagion, fly, stinking cloud, creator must be caster level 9th; Skill Craft (jeweler) DC 15; Cost 4,000 gp [b]Soul Reaper:[/b] Soul reapers have no ties to the land of the living, in that they have always existed and have always been. Their origins are unknown, but speculation says they stepped from the great void at the beginning of creation. It is thought that only six or seven of these creatures exist (and most living beings are thankful of that). [b]Swarm Raven Undead:[/b] ? [b]Swarm Shadow Rat:[/b] A shadow rat swarm is simply a massive number of shadow rats that have cluttered or banded together for survival or food. [b]Wight Barrow:[/b] Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. At the time of her son’ s death, his mother beseeched her priests to prevent others from animating her son’s corpse as an undead abomination, but they could do nothing to quell the evil that burned within his malevolent soul. The wicked thane underwent the transformation into a barrow wight shortly after being sealed in his coffin. (Mountains of Madness) Any humanoid creature that is slain by a barrow wight becomes a barrow wight itself in only 1d4 rounds. (Mountains of Madness) [b]Wight Blood:[/b] When a living creature bleeds to death on unholy ground, its corpse sometimes returns to life as a blood wight. Evil priests of Orcus, Jubilex, Lucifer and various other demon princes and devil lords often hold dark rituals where they bleed a living creature to death in order to create a blood wight. Blood wights generally detest living creatures, but if created by a clerical or necromantic ritual, the created blood wight will not harm its creator (unless attacked first). [b]Wolf Ghoul:[/b] ? [b]Dire Wolf Ghoul:[/b] ? [b]Wolf Shadow:[/b] ? [b]Zombie Brine:[/b] Brine zombies are the remnants of a ship’s crew that has perished at sea. If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Brine zombies are the remnants of a ship’s crew that has perished at sea.If an entire ship sinks at sea with the loss of all hands, the ship itself and its entire crew may return as ghostly wanderers. The captain usually rises as a draug and his crew rises as brine zombies. [b]Bleeding Horror:[/b] Created by the axe of blood. “Bleeding Horror” is an acquired template that can be added to humanoid, monstrous humanoid, magical beast, or outsider that dies as a result of feeding the axe of blood. Any creature slain by the blood consumption attack of a bleeding horror becomes a bleeding horror in 1d4 minutes under the command of its creator. [b]Bleeding Horror Minotaur:[/b] ? [b]Corpsespun Creature:[/b] Corpsespun are undead creatures formed when a living creature is slain by a corpsespinner. “Corpsespun” is an acquired template that can be added to any corporeal creature slain by a corpsespinner. Creatures slain by a corpsespinner but not devoured rise in 1 hour as a corpsespun creature. [b]Corpsespun Human Fighter 10:[/b] ? [b]Corpsespun Minotaur:[/b] ? [b]Paleoskeleton Creature:[/b] Paleoskeletons are the fossil remains of long-dead creatures animated by necromantic rituals. “Paleoskeleton” is an acquired template that can be added to dinosaur or prehistoric animal. [b]Paleoskeleton Triceratops:[/b] ? [b]Skeleton Warrior:[/b] The skeleton warrior is a lich-like undead that was once a powerful fighter of at least 8th level. Legend says that the skeleton warriors were forced into their undead state by a powerful demon prince who trapped each of their souls in a golden circlet. “Skeleton Warrior” is an acquired template that can be added to any humanoid creature. [b]Human Skeleton Warrior Fighter 13:[/b] ? [b]Spectral Troll:[/b] “Spectral Troll” is an acquired template that can be added to any troll. [b]Spectral Rock Troll:[/b] ? [b]Undead Lord:[/b] “Undead Lord” is an inherited template that can be added to any undead creature. [b]Cadaver Lord:[/b] ? [b]Zombie Juju:[/b] Juju zombies’ hatred of living creatures and the magic that created them are what hold them to the world of the living. When a humanoid or monstrous humanoid is slain by an energy drain, enervation, or similar spell or spell-like ability, it may rise as a juju zombie. “Juju zombie” is an acquired template that can be added to any humanoid or monstrous humanoid. [b]Human Juju Zombie Fighter 3:[/b] ? [b]Zombie Spellgorged:[/b] It is the ultimate humiliation for a spellcaster to be reduced to a mindless, rotting husk used only to store the spells of a rival. Created with the use of a create greater undead spell, a spellgorged zombie is a programmed being, which appears much like a normal zombie. It must be made from a corpse that was in life an arcane or divine spellcaster. “Spellgorged Zombie” is an acquired template that can be added to character capable of casting arcane or divine spells. If this occurs, the troubled wizard calls upon his two former protégés who now serve him in death. Shortly after the library’s fall, Thanopsis transformed these unfortunate souls into 2 spellgorged zombies. (Mountains of Madness) [b]Spellgorged Zombie Sample:[/b] ? [b]Phantom:[/b] Phantoms are translucent spirits of creatures that died a particularly violent death. [b]Undead:[/b] Orcus is the Prince of the Undead, and it is said that he alone created the first undead that walked the worlds. A creature slain by an undead lord rises in 1d4 minutes as an undead creature of the same type as the undead lord. [b]Ghoul Lacedon:[/b] A humanoid or monstrous humanoid killed by a brykolakas rises as a lacedon in 1d4 days under the control of the brykolakas that created it. When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. [b]Shadow:[/b] According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. [b]Skeleton:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds. [b]Spectre:[/b] Any living creature with 16-20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a spectre in 1d4 rounds. Any humanoid killed by a spectral troll rises 1d3 days later as a free-willed spectre unless a cleric of the victim’s religion casts bless or consecrate on the corpse before such time. [b]Wraith:[/b] Any living creature with 11-15 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a wraith in 1d4 rounds. [b]Wraith Dread:[/b] Any living creature with more than 20 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a dread wraith in 1d4 rounds. [b]Zombie:[/b] When a ship sinks beneath the waves, it and its entire crew may return as ghostly wanderers, especially if the captain and crew had a less than scrupulous profession (as pirates, for example). A sunken ship of this nature may undergo a transformation from the negative energy and evil surrounding it. When this happens, the ship rises from the deep, piloted by a draug and manned by skeletons, brine zombies, zombies, and lacedons. Once a victim trapped within an iron maiden has died, it reanimates as a zombie in the next round (as if by an animate dead spell). When a living creature is placed into the iron maiden and the lid is closed the blades impale the unfortunate victim, causing an agonizing death. Although standard iron golems have a breath weapon, an iron maiden does not; it has the ability to usurp the essence of any humanoid being enclosed within, however. The corpse of the unfortunate victim trapped in the iron maiden golem is transformed into an undead being similar to a zombie. Any living creature with less than 10 HD slain by a mortuary cyclone’s necrocone attack or energy drain attack becomes a zombie or skeleton in 1d4 rounds. Any humanoid slain by a vampiric ooze becomes a zombie in 1d4 rounds. Create Crypt Thing School necromancy [evil]; Level cleric 7, sorcerer/wizard 7 Casting Time 1 hour Components V, S, M (a clay pot filled with grave dirt and a black pearl worth at least 300 gp) Range close (25 ft. + 5 ft./2 levels) Target one corpse Duration instantaneous Saving Throw none; Spell Resistance no This spell allows you to animate a single Medium or Large corpse of a creature 18 HD or less into a crypt thing. This spell must be cast in the area the creature is to guard or it fails. The corpse must be mostly intact and must be humanoid-shaped and have a skeletal system or structure. Only one crypt thing is created with this spell, and it remains in the area where it was created until destroyed. The black gem is placed inside the mouth of the corpse. When the corpse animates, the gem is destroyed. Minor Artifact: The Axe of Blood Aura necromancy; CL 20th Slot none; Weight 6 lb. DESCRIPTION Legend holds that the axe of blood was lost on a quest to another plane of existence. The axe itself is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double–bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade. POWERS At first blush, the axe appears to be no more than a +1 keen battleaxe and until activated, the axe is just that. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not evil but is instead neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn. Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. In this ritual, the wielder sacrifices Constitution to the axe. For each point of Constitution sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls (maximum of +5 on each) with the axe. Constitution points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed Constitution is regained. Note that the axe retains its keen quality when powered. If the axe is powered to an amount less than the full +5 during the morning ritual and the wielder subsequently wishes that day to power the axe further, he may again wound himself (a full-round action dealing 1d6 points of damage) to sacrifice additional Constitution. In this instance where such a “second feeding” is done, the wielder must sacrifice 2 points of Constitution per additional +1 on attack rolls and weapon damage rolls (up to the same maximum of +5). There is a chance that the Constitution sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days or powered in a second feeding, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that Constitution sacrificed to the axe on that day is actually permanent ability drain. This check must be made for each point of Constitution sacrificed to the axe that day. If reduced to Constitution 0 as a result of feeding the axe, the wielder becomes a bleeding horror. Note: An undead creature can use its Charisma ability score (since it doesn’t have a Con score) to power the axe. Charisma damage heals at the rate of 1 point per day. An undead that reduces its Cha to 0 is destroyed. DESTRUCTION If a wielder of the axe with the lawful or chaotic subtype and 20 or more Hit Dice willingly uses it to reduce himself to Constitution 0, the axe is destroyed and the slain wielder does not rise as a bleeding horror.[/spoiler] [URL=http://froggodgames.com/tome-horrors-4] Tome of Horrors 4[/URL][spoiler] [b]Aswang: ?[/b] [b]Banshee Lesser:[/b] Lesser banshees are the spirits of departed women (especially of elven heritage) that were cruel and evil in life. [b]Shadow Dire Bear:[/b] Its origin lies in the strange result of a shadow’s create spawn ability affecting an animal. How such an outcome occurred is anyone’s guess, but sages in the lore of undeath have been unable to recreate it since. [b]Bone Delver:[/b] Bone delvers were in life graverobbers that died whilst performing their nefarious tasks. Some may have inadvertently awoken undead creatures in their graves, others were outwitted by cunning traps placed in well protected mausoleums. [b]Burning Ghat:[/b] The burning ghat is a rare form of undead created in areas of unusually high negative energy when a living creature is put to death by fire for a crime it did not commit. [b]Cimota:[/b] Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota are created by evil energy. [b]Guardian Cimota:[/b] Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota are created by evil energy. [b]High Cimota:[/b] Cimota are the physical manifestations of evil thoughts and actions. They exist on the Negative Material Plane, manifesting in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached. Cimota are created by evil energy. [b]Dark Custodian:[/b] Dark custodians are the undead remains of evil clerics tasked to remain behind after death and guard the sacred places of their vile worship. [b]Devouring Mist:[/b] Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy. [b]Ekimmu:[/b] An ekimmu is the evil ghost of one who has been denied entrance to the underworld and is doomed to wander the earth. [b]Flayed Angel:[/b] On some rare occasions when an extremely powerful angel is captured, tortured to death and subjected to particularly vile rituals, dark gods of evil will intervene and prevent that being’s essence from returning to its celestial home, instead trapping it within the mutilated corpse as a horrifyingly profane undead abomination. A flayed angel is horribly mutilated, its skin flayed away, its wings crippled, and its head removed. The preparation ritual also involves the introduction of an acidic embalming fluid that mingles with the blood left in its body as a continually-leaking, caustic brew. [b]Galley Beggar:[/b] Galley beggars are the ghostly remains of travelers who met their demise before their journey was complete. [b]Ghirru:[/b] Ghirru are undead efreet, returned to the land of the living by efreeti necromancers through foul and dark magic. [b]Glacial Haunt:[/b] The icy wastes sometimes grant unlife to those who freeze to death at her unforgiving hands. The result is a glacial haunt. [b]Gloom Haunt:[/b] Gloom haunts are vile evil creatures, who seem to have no ties to the living (i.e., scholars cannot find any reasonable explanation as to why they exist), though a few learned sages believe gloom haunts to be the spiritual remains of paladins who were sacrificed by evil clerics to their vile and dark gods. [b]Grave Mount:[/b] The grave mount is the insult to all that is good and holy when a paladin’s steed is returned from the dead to wreak havoc upon the world. These undead creatures are rare and usually created when a death knight rises from the grave to ride the steed he owned in his former life, though a few necromancers are also able to raise a grave mount given time and study. [b]Grey Spirit:[/b] Many a sailor who ventures out into the trackless sea is destined never to look again on the loved ones he left behind. Either death or the lure of foreign lands keeps them from returning to those who wait patiently for them. A grey spirit, usually female, is the shade of someone who died heartbroken and alone, pining away on shore and ultimately dying of a broken heart while waiting for the return of a loved one from across the sea. [b]Grimshrike:[/b] Grimshrikes are native to a dark demiplane about which little is known other than its terrible history. The place was once vibrant and full of life every bit as diverse and beautiful as the Material Plane. Centuries ago, however, all that changed. Something rent the boundaries between that placid demiplane and the Negative Energy Plane. Dark energies spilled forth unchecked, fouling the very essence of which the demiplane was created. In a matter of hours, all life in that plane ceased to exist. The primary inhabitants of the demiplane, a race of twin-tailed gargoyles, were reanimated as the tortured servants of the nightshades. [b]Hooded Horror:[/b] A hooded horror is an undead creature believed to have been created by Orcus in order to subjugate and corrupt paladins and good-aligned priests. Though often found wandering the Undead Lord’s great abyssal palace, the hooded horror itself is not native to that plane, as Orcus created and unleashed them on the Material Plane (if the legends are to be believed). [b]Zombie Horde:[/b] Zombies are one of the most used and abused of the mindless undead. Singly, a zombie may be dealt with by experienced adventurers. When gathered together in a horde, these mindless creatures are a terror to behold. [b]Kamarupa:[/b] Kamarupa are the distorted souls of evil priests betrayed and sacrificed to their deity. [b]Knight Gaunt:[/b] A knight gaunt is an undead creature created when a paladin falls in battle. [b]Lurker Wraith:[/b] ? [b]Mimic Undead:[/b] Undead mimics are believed to be the result of experimentation on mimics by insane necromancers. What possessed them to create an undead version of a truly horrid creature is beyond most scholars’ comprehension. [b]Ghoul Monkey:[/b] These monkeys often appear in jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys might rise in this vile form of undeath. [b]Mordnaissant:[/b] Occasionally when a gravid woman dies violently in a place infused with unholy or negative energies, the unborn child within her does not perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother. [b]Mummy Asp:[/b] Similar in many respects to standard mummies, asp mummies are created to guard tombs of regal kings and nobles. Some believe these creatures even have a spark of the divine mixed in with their creation and are appointed by the gods themselves to watch over their favored followers. Asp mummies are known to be favored as guardians among the followers of Set. The creation of an asp mummy follows the same procedure as a standard mummy, save that many small asps are placed into the hollowed corpse along with the herbs and flowers. [b]Naga Death:[/b] Death nagas are what remains of dark or spirit nagas slain by powerful negative energy. It is unknown why or how these nagas return as undead versions of their former selves. [b]Necro-Phantom:[/b] A creature that dies (either of its own accord or one that is killed) in an area poisoned by necromantic magic sometimes returns to the land of the living as a necro-phantom. [b]Oozeanderthals:[/b] Undead creatures created from a lost form of magic. [b]Rat-Ghoul:[/b] The foulest form of common vermin, rat-ghouls are abnormally large rats that have been infused with necrotic energy, either from proximity to a source of foulness, or feasting upon necrotic flesh. The rat-ghoul is created when normal or dire rats feast on undead flesh, or being inundated with black magic or necrotic forces. [b]Screamer:[/b] These terrible undead are the remnant of soldiers who have fallen to the horrors of mass conflict and warfare. Whether each of these creatures is the remains of a single fallen soldier or a conglomerate of the scarred psyches of several such casualties remains up for debate [b]Shattered Soul Impaled Spirit:[/b] Shattered souls are the ghostly spirits of living beings executed through brutal torture: impalement, disembowelment, or worse. Their souls having not entirely departed the Material Plane, they have risen to seek vengeance on the living, particularly clerics or other divine spellcasters whom they blame for having forsaken them and allowed them to die in such a ghastly manner. Impaled spirits are the ghostly remains of living beings executed through impalement; a brutally slow and extremely painful form of execution. [b]Skin Feaster:[/b] When a humanoid dies as a result of being skinned alive, it often returns to the land of the living as a skin feaster. [b]Skull Child:[/b] A juvenile humanoid slain by a skull child rises the following night as a free-willed skull child. A bless spell cast on the body before that time ceases the transformation. Adults and non-humanoids killed by a skull child do not rise as undead. [b]Soul Knight:[/b] A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. [b]Spider Lich:[/b] The true origin of the spider lich is shrouded in mystery. Scholars argue constantly about its origins and how it came into existence. Some stand by the theory that intelligent giant spiders, perhaps phase spiders or some offshoot race of that dreaded creature, discovered the path to lichdom. Others contend a spider lich is the byproduct of a failed sorcerer’s attempt at lichdom. Still others argue that the spider lich is simply a spellcaster’s chosen form once it achieved lichhood. An integral part of becoming a spider lich is the creation of the phylactery in which the creature stores its spirit. The only way to get rid of a spider lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a spider lich can rejuvenate after it is killed. The typical spider lich phylactery is a gemstone of not less than 1,000 gp value. The spider lich hides the gemstone in a safe place and wraps it securely in a complex mesh of super strong webbing (DR 10/—, 24 hp). [b]Swarm Bone:[/b] A bone swarm is created when multiple animated skeletons are destroyed more or less simultaneously, either through a single powerful area attack or by simply being smashed to pieces in melee. The bones of the skeletons are scattered and smashed, but the necromantic magic that animated them lingers on, pulling the bones back together in a mass of clattering fragments. [b]Swarm Skeletal:[/b] Skeletal swarms are the remains of pieces cast off of whole skeletons collected together and animated en mass. [b]Troll Undead:[/b] Sometimes when a troll dies, the evilness within the creature raises it as an undead troll; a mockery of life and even more evil than it was before (if such is possible). [b]Undead Elemental Fire:[/b] Occasionally a horrible tragedy befalls a summoned fire elemental such that it is destroyed but is not permitted to return to its plane of origin. When this happens, what can eventually form is a horrendous creature composed of its original element infused with raw negative energy. [b]Vampire Spawn Feral:[/b] Sometimes when vampires create minions something horrible happens to the creature causing a fate worse than even that of a typical vampire spawn. On these occasions whether by accident or design, upon waking to its new undead existence the newly created spawn finds itself trapped within its coffin or tomb and unable to free itself even in gaseous form. In these instances the spawn rages and struggles to escape as it slowly goes insane, a victim of its all-consuming hunger. When the master vampire finally deigns to release its new spawn or it finally manages to break free — sometimes years after its creation — the spawn is feral and nearly mindless, though with a much greater strength due to its incessant rage. [b]Wight Sword:[/b] These wicked and depraved creatures lived and died by the sword, and now, their dark taint passes through their weapons to tear at your soul. [b]Zombie Pyre:[/b] Pyre zombies are the sad, tortured remains of those who were killed just before being burned alive. When the soul departed, their body was taken over by some malignant spirit. The spirit fortified the body from destruction by the fire, and the undead form escape the pyre to wreak its vengeance on the living. [b]Zombyre:[/b] A zombyre is a living creature that drowned in the River Styx, reanimated by the magic of the Stygian waters for some unknown purpose. [b]Death Knight:[/b] “Death knight” is an acquired template that can be applied to any lawful humanoid or monstrous humanoid with 5 or more Hit Dice. Doomed to devastate the world they once cherished and sought to protect, death knights are the result of damning curses visited upon once noble knights who fell from grace at the moment of death. [b]Human Death Knight Cavalier 9:[/b] ? [b]Undead Horse Mount:[/b] ? [b]Meat Puppet:[/b] Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies. “Meat puppet” is an acquired template that can be added to any corporeal creature (other than an undead) that had a skeletal system at one point, but had its bones extracted or completely crushed. [b]Human Meat Puppet:[/b] ? [b]Otyugh Meat Puppet:[/b] ? [b]Zombie Hungry:[/b] Zombies are the animated corpses of dead creatures, forced into foul unlife via necromantic magic like animate dead. [b]Human Zombie Hungry:[/b] ? [b]Undead:[/b] Cemeteries and graveyards are well known for their concentration of negative energy and it is this, rather than the mere presence of the buried dead, that can cause all manner of creatures to rise from their graves to haunt the living. [b]Ghoul:[/b] A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [b]Ghoul Ghast:[/b] A humanoid slain by either a lurker wraith’s Constitution drain or smother attack becomes a ghoul in 1d4 rounds. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul. [b]Vampire:[/b] Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. [b]Vampire Spawn:[/b] Any creature slain by a devouring mist rises as a vampire spawn in 1d4 days, unless the remains are blessed. If the victim had more than 5 hit dice, there is a 1% chance per hit die that it arises as a full-fledged vampire instead, or a 5% chance per hit die if the victim was of the humanoid type. [b]Dread Wraith:[/b] Any male humanoid slain by a banshee’s death wail or energy drain rises to become a dread wraith in 1d4 rounds. [b]Banshee:[/b] The spirit of any female humanoid that is slain by a lesser banshee’s death wail or energy drain rises to become a banshee in 1d4 rounds. [b]Shadow Animal:[/b] Any animal reduced to Strength 0 by a shadow dire bear becomes a shadow animal within 1d4 rounds. [/spoiler] [URL=http://www.drivethrurpg.com/product/91432/PFRPG-Tome-of-Monsters?affiliate_id=17596]Tome of Monsters[/URL][spoiler] [b]Apparition:[/b] An apparition is a ghostly visage of someone who died while in the midst of crippling fear. Apparitions often arise from those who were tortured and executed, from those who were chased before being slain, from women who were raped before being murdered or from soldiers who turned cowardly on the battlefield. Apparitions commonly come into existence in areas inhabited by much more powerful undead, such as vampires and liches. [b]Bhoot:[/b] A bhoot was a person who, in life, was wrongfully executed, or driven to commit suicide when they would not have otherwise done so. Because of this wrong, the individual has become a self-aware undead creature, rising from the grave a year after their death. On the Indian subcontinent, bhoot is generally used in modern literature to refer to a type of ghost that arises when someone dies a very violent death or leaves behind unfinished business. [b]Chindi:[/b] A humanoid of 4 HD or more that is slain by a chindi becomes a chindi in 1d3 days. A powerful humanoid that is slain by a chindi will rise as one in 1d3 days unless the slain individual is resurrected, reincarnated, or the remains are buried in a blessed grave sprinkled with holy water. [b]Drekavac:[/b] The drekavac (often called simply “the screamer”) is an undead creatures risen from a child that died of violence or neglect before its fifth birthday. [b]Nightmarcher:[/b] A humanoid slain by a nightmarcher becomes a nightmarcher the following night. The cursed spirits of fallen soldiers. [b]Rusalka:[/b] A humanoid child of either sex or an adult female humanoid slain by a rusalka becomes a rusalka the following night. Adult male humanoids and all other creatures slain by a rusalka do not rise as rusalka. Rusalka are the spirits of women and children who died by drowning. No one knows why men who die in the same manner do not become rusalka, but there are no documented males other than children. Not every woman who drowns will become rusalka, nor every child. [b]Scarecrow:[/b] Whenever starvation takes a person, he can rise as a scarecrow if not blessed and buried quickly. Luckily, they do not create spawn when they kill others. They can also be raised by necromancers or evil priests from the bodies of those who died of starvation. [b]Scarecrow Wastrel:[/b] These undead can create spawn from those they bite but do not consume. Wastrels are much rarer than common scarecrows and said to come into existence only when a powerful necromancer’s magic is combined with the purposeful starvation of victims. Wasting Disease: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of wasting disease rises as a wastrel the next night. [b]Ziburnis:[/b] Every time a ziburinis is hit in combat, the phosphorescent moss covering its skeleton releases a cloud of bright green spores, which coat anyone within five feet of the ziburinis. Those coated with the spores must make a DC 12 Fortitude save or the spores attach, sending tendrils into the victim’s flesh. Once this happens, the victim takes 1d3 Strength and 1d3 Constitution damage each round the spores remain until the victim dies. Once the spores are set they can only be removed with a remove disease spell or by burning them off (and the infected victim suffers 2d4 fire damage in the process). The victim then rises the next night as a ziburinis. Ziburinis are a hideous form of skeletal undead covered in phosphorescent moss-like plant life. The moss releases deadly spores that attach to a victim and eat the flesh away, and the victim then rises as a ziburinis the next night. “Ziburinis” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system and a minimum Intelligence of 3.[/spoiler] [URL=http://www.drivethrurpg.com/product/114145/Treasures-of-NeoExodus-Claw-of-Xon-PFRPG?affiliate_id=17596]Treasure of NeoExodus: Claw of Xon[/URL][spoiler] [b]Shadow:[/b] This weapon’s dark origins were steeped in blood; foul necromantic rituals gave it the power to tear forth the souls of men, turning them into ghostly specters that hungered for the living. Then, testing a new process using his disturbing necromantic magic, he extracted the iron from the blood of hundreds of slaves and prisoners to forge a new weapon for his new general, befitting his power. Weaving even darker and fouler magic into this weapon he imparted it the power to not just tear flesh and pulp bone, but also rend the very soul from a body to serve the weapon’s wielder before passing on. Claw of Zon DESCRIPTION AND CONSTRUCTION A Claw of Xon is a terrifying weapon to behold. The weapon’s grip is a plain iron chain flecked with blood and ending in a large metal loop. The head is a smooth and heavy iron ball with four-inch spikes jutting out at regular intervals. A trio of wailing ghostly figures swirl and dance about the head, casting a pale green light over the entire weapon. Aura strong necromancy and transmutation; CL 15th Slot none; Price 96,015 gp; Weight 10 lbs. DESCRIPTION This +1 wounding blood iron heavy flail is constantly swarming with spectral images of screaming faces. The tortured screams that emanate from the weapon make stealth impossible for the wielder and cause any creature within 30 ft. of the weapon except the wielder to become shaken. A creature slain by a Claw of Xon has its soul torn from its body and imprisoned within the weapon, up to 3 souls may be imprisoned in this manner. As a standard action, up to three times per day, the wielder of a Claw of Xon can force a soul out of the weapon and control it. The soul has the same stats as a shadow and appears in a square adjacent to the wielder. A creature whose soul is contained within the weapon is not able to be restored to life, even by clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or wish. Only by destroying the weapon can a trapped soul be set free. CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed, cause fear, create greater undead, trap the soul; Cost 48,708 gp[/spoiler] [URL=https://www.drivethrurpg.com/product/181277/Treasury-of-Winter?affiliate_id=17596]Treasury of Winter[/URL][spoiler] [b]Zombie:[/b] Invader's Bugle magic item. [b]Haunt:[/b] ? [b]Incorporeal Undead:[/b] ? INVADER’S BUGLE PRICE 59,000 GP Slot none; CL 10th; Weight 2 lbs. Aura moderate necromancy This antique military horn is tarnished from age and exposure to the harsh elements, like a relic left behind by once-glorious army defeated by the cruel winter of the endless steppe. An invader’s bugle appears to be of very fine quality beneath the wear and grime, but all attempts to polish or restore it only tarnish it further. Twice per day as a standard action, the wielder may blast one note on the bugle as a standard action, causing the ground in a 30-foot cone-shaped spread to become muddy and soft, as soften earth and stone. This chilling mud is bitter cold, and creatures beginning their turn within the area must succeed on a DC 13 Fortitude save (DC 15 if they are prone) or take 1d6 points of nonlethal cold damage and become fatigued for 1 minute. Additional failed saves cause damage but do not increase fatigue to exhaustion. After 1 minute, the mud is still cold to the touch but no longer causes damage or fatigue. In addition, once per day the trumpet can sound a mournful note, animating corpses within 60 feet of the horn and no more than two feet underground are animated under the control of the wielder, as animate dead, to a maximum of 20 HD worth of creatures. These undead fall into rank behind the sounder of the invader’s bugle and only obey commands to attack, halt, or march; other commands are ignored. These zombies remain animate for 24 hours, though the user can sound the horn again each day to keep them animated. These zombies are covered in frozen mud, gaining fire resistance 10, and when destroyed they collapse into a pile of chilling mud filling their space, as if soften earth and stone had been cast upon that square, and the mud is bitter cold, as described above. When used as part of a bardic performance or raging song, an invader’s bugle increases the range of a dirge of doom or frightening tune performances to 60 feet. CONSTRUCTION REQUIREMENTS COST 29,500 GP Craft Wondrous Item, creator must have 3 ranks in Perform (wind instruments), animate dead, ice storm, soften earth and stone[/spoiler] [URL=http://www.drivethrurpg.com/product/83953/Two-Dozen-Dangers-Curses-PFRPG?affiliate_id=17596]Two Dozen Dangers: Curses[/URL][spoiler] [b]Ghoul:[/b] A target reduced to 0 Dexterity by the Necromancer's Lethargy curse suffocates, and returns to unlife as a ghoul. NECROMANCER’S LETHARGY Necromancy is the study of the dead, and of the black negative light that animates them. Prolonged exposure to necromantic radiations can have debilitating effects on the body, and all veteran necromancers watch themselves carefully for the first signs of this curse, which always begin with muscular weakness and palsy in the hands. Type curse; Save Will DC 22 negates Frequency 1/day Effect The target suffers 1d4 Dexterity damage per day. A target reduced to 0 Dexterity by this curse suffocates, and returns to unlife as a ghoul.[/spoiler] [URL=http://www.drivethrurpg.com/product/84165/Two-Dozen-Dangers-Drugs-PFRPG?affiliate_id=17596]Two Dozen Dangers: Drugs[/URL][spoiler] [b]Undead:[/b] Ghostwater Drug creation. Ghost Water (spirit water, life water) Description: This drug appears as clean, clear water which reflects light in a dazzling manner. It is a vile drug, each dose being made from the life essence of an elf or other long-lived being, which wastes away during the process of creating the dose, usually becoming an undead creature. A user can extend their lifespan many years in a very short period with this drug, but it is easy to become addicted and withdrawal from the drug is a terrible thing. Drug DC: 30 Primary Effect: A single dose of this drug extends the limit of each age category of the user by 1 year, as well as the user’s maximum age. Also, the user will not physically age for 1 year after taking a dose. Secondary Effect: None. Addiction: 2 doses are required to duplicate the effects of a single dose for an addicted creature. Withdrawal: A creature suffering from withdrawal from ghost water feels constantly haunted by the souls which were sacrificed in order to extend its life. Strange but minor (and usually disturbing) events constantly happen around such a creature- blood appears on things it touches, screams are heard as it smiles, and so on. The creature must pass a Will save against the drug’s DC in order to gain a restful night’s sleep. Finally, if a creature finally breaks its addiction to ghost water, the work of the drug is undone: overnight, the creature ages a number of years equal to those granted by all of the doses of the drug they have taken in their life, from this addiction and past addictions. The creature’s lifespan remains extended, but this aging process brings it much closer to its death and can even kill a creature that has lived longer than its allotted time. Cure: 1 year (365 days) of withdrawal Price: 1,000 gp[/spoiler] [URL=http://www.drivethrurpg.com/product/82992/Two-Dozen-Dangers-Haunts-PFRPG?affiliate_id=17596]Two Dozen Dangers: Haunts[/URL][spoiler] [b]Arcane Rift:[/b] An arcane rift is not a true Haunt, in that no death caused its existence. Rather, an arcane rift is a flaw in the underlying structure of the universe, a place where the laws of magic and causality twist and die. Arcane rifts occur in places where great battles occurred, where dozens of warrior-mages unleashed their spells, where artifacts were forged, and where gods incarnated. [b]Baron Culver's Balcony:[/b] Baron Archimedes Culver was a pathetic and lonely man towards the end of his long life. His vast fortune long since squandered, his political capital equally reduced, Baron Culver found himself banished from the royal court and the intrigue he so loved. The old Baron died, halfway senile, in a tattered silk bathrobe after falling from the balcony of his equally ragged country home. [b]Bigot's Spire:[/b] In life, the half-elven wizard Comas Delesas was defined by his bigotry. The arrogant mage despised regular humanity as barely civilized idiots, and openly called for the extinction of what he called the underfolk: Dwarves, Gnomes, Goblins and Kobolds among many other burrowing species. His adventuring days long past, and his fortune assured, Comas eventually murdered those who helped him gain his wealth and retired to a library-tower he built for himself on the edge of a major human freehold. The local folk saw his servants occasionally, when they went into town for provisions, but Comas himself refused to associate with the common herd. When a blast of lightning as brilliant as the sun struck the tower one rainy night, most of the townsfolk said good riddance. The matter would of rested there, if not for the fact something of Comas Delesas’ hatred remains, and occasionally, the broken tower belches lethal black smoke. [b]Black Taskmaster:[/b] The Black Taskmaster is an old ironshod whip taken from an infamous slaver and displayed in the library of the Sandoval College of Necromancy. [b]Boartooth's Righteous Rampage:[/b] When Brom Boartooth’s sons died of a disease that 10 gp worth of medicine would of cured, he finally became the monster that his fully human neighbors feared all his life. Previously a simple rancher, the half-orc found depths of hatred and violence in himself he never knew existed. He slaughtered his home town’s hedge wizard and the alchemist who refused to treat his sons, the town’s sheriff and three of the settlement’s wealthiest merchants before an angry mob finally ended his rampage. [b]Butcher's Hill:[/b] The Butcher’s Hill had another name before the war between two neighboring fiefdoms ended there. By the time the day long battle was over, more than 3,000 men and women lie dead atop the hill, and the ground was literally stained red with their blood. Even though priests from a dozen temples sanctified the ground, that much anger and pain never truly goes away. [b]Camel's Graveyard:[/b] There is a point of no return in the Gronnel Desert, a place almost exactly between two oasis cities, where supplies are far more than half exhausted, and the only way to survive is to press forward. Over the years, hundreds of caravans have ended some where near this mythical point of no return, and the bleached and sandblasted bones of hundreds of camels are half buried by the dunes. Animals fear and hate this place, and often turn on their masters, leading to their death and the deaths of the men who depended on them for survival. [b]Cast Upon the Rocks:[/b] The merchant galleon Escarda Din went down in a sudden squall and its sunken frame now rests on an undersea plateau. [b]Devil's Anvil:[/b] This black iron anvil sits in a back corner of the ruined remnants of a smithy, half buried in rubble. According to local legend, the blacksmith, a fat and ignorant man named Hodge hammered swords for pit-fiends on his anvil. Eventually, doing hell’s work caught up with him, and Hodge and his three idiot sons died in an unexplainable blaze. [b]Donovan's Kiln:[/b] Ten years ago, this ruin was a busy potter’s shop. In better days, Bria Donovan was a fat and cheerful woman who, with her two nephews, ran a profitable business out of a small, neat cottage at the edge of town. The center of Bria’s business was the enormous wood burning kiln that took up most of the cottage, and which she kept stoked day and night. She died along with her youngest nephew Micah when the kiln exploded. [b]Fatfinger's Last Dance:[/b] Terkin Fatfinger, brigand, rapist, counterfeiter and cattle rustler, was the last thief to hang justly on the old oak gallows outside Fort Nails. When asked for last words, the bastard laid down curses so vile, so profane and so tarrying the garrison’s master at arms didn’t wait for him to finish, just kicked the stool out from under him. [b]Gremlin's Hovel:[/b] ? [b]Grigori Chair:[/b] The Grigori Chair is a massive oak throne once used by the nation’s royalty. The entirety of the chair was originally carved with scenes from a great battle- heroic knights battling back barbaric foreign armies. When the last rightful scion of the bloodline was murdered- on the chair itself- the crimson oak cracked and blackened. The heroic carvings became something horrible. The chair was locked away in a forgotten storeroom, and even after the dynasty was restored, the original throne was forgotten and left to darkness. [b]Gut's Revenge:[/b] When the ancient slime the tavern-folk called simply “Guts” was finally ended a fragment of the ooze’s simple hunger-based consciousness survived extermination. Guts’ ghostly presence still lingers along the treacherous and rocky shoreline where its vast amoeboid bulk eventually washed up. [b]Judge Wargrave's Bench:[/b] Judge Agar Wargrave was a peevish old man, but had an uncanny knack for ferreting out the truth about defendants brought before him. He died of a stroke before passing sentence in the case of a man who murdered his family, and by virtue of a legal oversight the murderer went free. [b]Laughter Freezes:[/b] Nestled against the side of a forested mountain, the noble estate “Laughter and Gold” has been a hunting lodge of excellent reputation for generations. Owned by one of the kingdom’s most prominent families, the 23 room mansion is best known for its massive grand ball room, where the trophies of a hundred hunts or more are proudly displayed. The heads of great beasts, taxidermies recreation of impossible monsters and the captured arms of noble-born humanoid foes line the walls, and are lit by a chandelier made from the bones of a juvenile green dragon. The newest trophy to be displayed though, is one the owners of the house wish would simply go away. On an expedition to the far north, one of the lodges’ greatest hunters brought back the dorsal ganglia of a polar worm. Since the dramatic trophy was hung on one wall, the temperature within Laughter and Gold has dropped by a few degrees each night. Already bitterly cold, occasionally the ballroom is sheathed in a carapace of killing ice, and the roaring of the great northern worms can be heard. [b]Mugglesant's Endless Anger:[/b] The goblin Mugglesant was a good thief but eventually her luck caught up with her. While burgling a mansion in the city of Ulstar, a spiderbite ended the tiny thief’s life. She choked to death in the space between the house’s walls, and all the inhabitants knew was that some vermin died in the walls. They hired a local hedge wizard to purify the air with a few cantrips, and forgot about the whole matter. That indignity, more than her accidental death enraged Mugglesant’s spirit. [b]Old Jonas' Critique:[/b] Old Jonas the woodcarver had a reputation as one of the finest craftsmen in his small village. He made tools, toys for the settlement’s wealthiest children, shelves, fence posts and a dozen other useful things and earned a tidy living. After his death, Jonas’ nephew took over the business, but his lack of skill angered the ghostly carpenter. [b]Purple Pig Tavern:[/b] The Purple Pig used to be a decent tavern, until a payment dispute between the barkeep and a wandering gnome troubadour ended in the little minstrel’s murder. The barkeep stuffed the gnome and his rat of a familiar feet first into a keg of rot gut and rolled it down into the cellar. [b]Rapist's Mile:[/b] This stretch of forest marks the place where a gang of brigands brought down a peasant girl, violated and eventually killed her. The girl’s bones still lie half buried under the leaf mould beneath one of the towering pine. Her angry spirit, coupled with the psychic echoes of her murderers’ lust have cursed this place: those venturing through this stretch of forest become as slow and exhausted as she was when the thugs finally ran her to ground. [b]Scribe Du Rayneil's Odd Bequest:[/b] The scribe Claudette Du Rayneil died in the library she had tended her entire adult life. Her death wasn’t murder or tragedy; she was simply found one early morning fallen amid the stacks, her 90 year old heart having finally given out. She was buried with minor honors, her private collection of more than 30 texts donated to the library she so loved and life went on. And a few months after her death, strange things began happening in the library. [b]Stores of Goodwatch Keep:[/b] Three summers ago, earthquake transformed a limestone quarry into tomb for a dozen human and Dwarven miners. Since then the mine has been reopened, the dead recovered and buried, and life in the mining town nearby slowly and painfully returned to normal. Limestone harvested from the quarry has been shipped across the realms to make mortar, but structures built mortar from the Winter Fall Mine have been plagued by bad luck. The mine’s current generation of workers hear the tales from travelers, and among themselves, whisper that the unquiet ghosts of their former colleagues are having their revenge. [b]Surbicah the Apostate's Stone Pyre:[/b] Long ago, the druidess Surbicah renowned her faith and accepted the teachings of a passing cleric, even allowing some of her circle’s most sacred mysteries to be transcribed into the common tongue. The druid grove she betrayed took its vengeance on Surbicah, lashing her between the stones of their great stone menwhir, where she was cruelly tortured for a day and a night before a bolt of lightning ended her misery. [b]Thirsting Gorge:[/b] Years and years ago, a prospector and his mule fell into a desert gorge. Miles from any assistance, they died alone and unremembered from thirst and starvation. [b]Ghost:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. [b]Wraith:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. [b]Undead:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. [b]Haunt:[/b] When a soul fouled by anger and fear leaves its broken corpse, if it is strong enough, that soul may return as a ghost, a wraith or some worse form of undead. If it is strong enough….. Souls lacking the metaphysical vigor to retain their own identity after death may also return… as something else, something lesser, a ghostly presence that blurs the line between a magical trap and a true undead.[/spoiler] [URL=http://www.drivethrurpg.com/product/138511/Ultimate-Evil-PFRPG?affiliate_id=17596]Ultimate Evil[/URL][spoiler] [b]Undead:[/b] Ultimate Cruelty feat. [b]Sir Gregar Berengar, Knight of Flames, Hman Graveknight Antipaldin 17:[/b] Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits. To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world. With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor, [b]Morgari:[/b] Sir Gregor Berengar is a tragic figure. He once stood as the greatest single follower of Diadem, the greatest god of duty, honor, and loyalty. He served Diadem as an absolutely faithful follower for most of his life, standing as a symbol of what it truly means to respect order and structure. Sadly, in his final years in the order he began to display signs of impending madness. He began to take the teachings of Diadem to further and further extremes, ultimately getting lost within his own twisted maze of what is order and what is duty and what the world has become when left to its own devices. He decided that order must be imposed before man destroys the greatest gift given to him, the very world man inhabits. To this end he assumed control over the land he once served, declaring that all must follow his commands, to the letter, or be slain. The church of Diadem quickly determined that Gregor had lost his mind. They prayed extensively to Diadem for guidance and wisdom but all they gleaned was that either Gregor must be destroyed, or his will is good- that is, if he is allowed to succeed then it is the will of Diadem that he does so. The church could not allow this to happen and so formed a plot to see to his demise. Even his own children saw the monster he had become and decided to work with the church and so the plot was hatched to entrap Gregor within the temple, along with his foul steed Morgari, at which point the church would be destroyed by fire, removing all remnants of Gregor from the world. With his dying breath, Gregor swore a new oath, that to serve Thuel until his ultimate destruction. Thuel is the god of battle, rage, anger, lust, and revenge and this more than adequately served Gregor’s needs. Thuel happily accepted Gregor’s oath and thus was born a new Sir Gregor, [b]Moira de Ananke, Banshee Bard 9:[/b] Moira is the ghost of a famous entertainer killed by her husband after he slit her throat so he could be exclusively with his mistress. Before she died she led a very successful career as a bard, playing for famous nobles and wealthy merchants. Since her death she has been solely focused on destroying all men whom she now sees as a curse upon the world. [b]Bloodknight:[/b] A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. [b]Vampire:[/b] A bloodknight can create spawn out of those it slays with its blood drain or energy drain, provided that the slain creature is of the same creature type as the bloodknight’s base creature type. The victim rises from death as a vampire in 1d4 days, under the command of the bloodknight. A bloodknight may have enslaved spawn totaling no more than twice its own hit dice; any spawn it creates that exceeds this limit are free-willed undead. The bloodknight may free enslaved spawn to create new spawn, but can never regain control over the freed undead again. The bloodknight can elect to create a full-fledged bloodknight in place of a spawn, but rarely do so, viewing them as dangerous rivals. At most, a bloodknight may create a single of its own kind to serve as a squire. ULTIMATE CRUELTY By using your touch of corruption, you can bring back the dead as an undead servitor. Prerequisite(s): Cha 19, touch of corruption, cruelty class feature. Benefit(s): You can expend 10 uses of touch of corruption to turn a dead creature into an undead creature, as per create undead with caster level equal to your antipaladin level. You must provide the material components or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the 24 hour duration to expire. [/spoiler] [URL=https://www.drivethrurpg.com/product/82161/Ultimate-Spell-Decks-Obsidian-Twilight-Spell-Cards-PFRPG?affiliate_id=17596]Ultimate Spell Decks: Obsidian Twilight Spell cards (PFRPG)[/URL][spoiler] [b]Skeleton Animal:[/b] [i]Animate Vermin[/i] spell. [i]Necromancer's Touch[/i] spell. [b]Zombie Animal:[/b] [i]Animate Vermin[/i] spell. [i]Necromancer's Touch[/i] spell. [b]Ghoul:[/b] [i]Transform Dead[/i] spell. [b]Skeleton:[/b] [i]Undead Crew[/i] spell. Animate Vermin Necromancy; Level: Clr 0,Sor/Wiz1; Components: V, S, M; Casting Time: 1 action; Range: Short (25 ft. + 5 ft/2 levels); Target: 1 animal corpse; Duration: 1 day/level; Saving Throw: None; Spell Resistance: No This spell allows the caster to animate one animal, of no more than one hit die, as per the spell Animate Dead. The corpse will follow simple commands, but is typically useful only for menial tasks and utterly useless in combat. After 1 day per level of the caster, the corpse disintegrates, consumed by the necromantic energies flowing through it. Material components: The corpse to be animated and an onyx gem worth at least 5 gp. Necromancer’s Touch Necromancy; Level: Clr 7, Sor/Wiz 8; Components: V, S, M; Casting Time: 1 standard action; Range: Touch; Target: Creature touched; Duration: 1 minute/2 levels; Saving Throw: Will negates (harmless); Spell Resistance: Yes (harmless) You bestow upon the creature touched the ability to animate dead, as per the spell of that name, for a number of times equal to your caster level, for the spell’s duration. When the spell expires, any skeletons or zombies created by spell recipient immediately fall under your control. The limit of undead that you may control increases by 4 HD per level of the spell recipient. Undead created by the spell recipient crumble to dust 24-hours after their creation, at which point the total number of HD of undead that you may control reverts to normal. Material Components: The hand of a slain necromancer. Transform Dead Necromancy [Evil]; Level: Sor/Wiz 6; Components: V, S, M; Casting Time: Whole round; Range: Touch; Target: One zombie; Duration: Instantaneous; Saving Throw: Fortitude negates; Spell Resistance: Yes The caster touches a single zombie, which must then attempt a Fortitude save to avoid the spell’s effects. If the zombie fails its saving throw, it becomes a ghoul. Controlled zombies transformed by this spell remain under their controller’s command and still count against controlled undead HD limits, as do spawn created by the controlled ghouls. Material Components: A bone from a ghoul and a black onyx gem worth at least 100 gp. Undead Crew Necromancy; Level: Brd 5, Sor/Wiz 6; Components: V, S, M; Casting Time: 10 minutes; Range: Close (25 ft. + 5 ft./2 levels); Target: One ship; Duration: 1 hour/level. Concentration discharge (D); Saving Throw: None; Spell Resistance: No This spell summons a crew of undead servitors to sail or row a ship for the caster. These undead will automatically know how to crew the ship as long as the caster maintains concentration. If concentration is broken, the undead simply fail to do anything until the caster resumes concentrating on directing their actions. A bard who casts this spell must direct the crew though encouraging singing of sea songs. Up to 5 undead crew men may be summoned per caster level. These crewmen are treated as Medium-sized skeletons with the additional ability of Profession (sailor) +5. These crewmen will not fight or otherwise engage an enemy in combat, though they can and will operate ballistae or catapults, firing such machinery as Ist-level warriors. Material Components: The bones or remains of at least 5 drowned men.[/spoiler] [URL=http://www.drivethrurpg.com/product/64339/Undefeatable-3-Bards-PFRPG?affiliate_id=17596]Undefeatable 3: Bards[/URL][spoiler] [b]Undead:[/b] Dance of the Dead feat. DANCE OF THE DEAD Your movements and rhythm has the power to enervate all that watch you, including the dead! Prerequisite: Bard Level 12th Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance. Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Peroformance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down).[/spoiler] [URL=http://www.drivethrurpg.com/product/79155/Undefeatable-12-Arcane-Archer-PFRPG?affiliate_id=17596]Undefeatable 12: Arcane Archer[/URL][spoiler] [b]Skeleton:[/b] Necrotic Arrow feat, Arcane Archer level 3 [b]Zombie:[/b] Necrotic Arrow feat, Arcane Archer level 5 [b]Ghoul:[/b] Necrotic Arrow feat, Arcane Archer level 7 [b]Ghast:[/b] Necrotic Arrow feat, Arcane Archer level 9 Necrotic Arrow Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them! Prerequisite: Arcane Archer Level 3rd Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast.[/spoiler] [URL=http://www.drivethrurpg.com/product/79582/Undefeatable-13-Assassin-PRPG?affiliate_id=17596]Undefeatable 13: Assassin[/URL][spoiler] [b]Skeleton:[/b] Murderous Necromancy feat. [b]Zombie:[/b] Murderous Necromancy feat. Murderous Necromancy Your death attacks cause your victims to become your undead servants. Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess.[/spoiler] [URL=http://www.drivethrurpg.com/product/81401/Undefeatable-20-Shadowdancer-PFRPG?affiliate_id=17596]Undefeatable 20: Shadowdancer[/URL][spoiler] [b]Shadow:[/b] Spawn of the Shadows feat. Spawn of the Shadows You may create ephemeral shadows which do your bidding from those you slay while in the shadows. Prerequisites: Shadowdancer level 6th Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.[/spoiler] [URL=http://www.drivethrurpg.com/product/89769/Undefeatable-The-Collected-Feats-Sourcebook-PFRPG?affiliate_id=17596]Undefeatable: The Collected Feats Sourcebook[/URL][spoiler] [b]Undead:[/b] Dance of the Dead feat. [b]Skeleton:[/b] Murderous Necromancy feat. Necrotic Arrow feat, Arcane Archer level 3 [b]Zombie:[/b] Murderous Necromancy feat. Necrotic Arrow feat, Arcane Archer level 5 [b]Ghoul:[/b] Necrotic Arrow feat, Arcane Archer level 7 [b]Ghast:[/b] Necrotic Arrow feat, Arcane Archer level 9 [b]Shadow:[/b] Spawn of the Shadows feat. DANCE OF THE DEAD Your movements and rhythm has the power to enervate all that watch you, including the dead! Prerequisite: Bard Level 12th Benefit: When using your Bardic Performance, you have the power to raise the dead as undead creatures. Dead creatures within a 50 foot radius of you are affected. Some dead creatures within a 50 foot radius are immediately enervated and are temporarily brought back from the dead under your control for as long as you are using your Bardic Performance. Undead that you raise carry out any verbal commands that you give them to the best of their ability. When you end your Bardic Performance, the undead creatures return to their catatonic states. The number of hit dice worth of undead you can temporarily raise with this feat is equal to one-third of your Bard level (rounded down). Murderous Necromancy Your death attacks cause your victims to become your undead servants. Prerequisites: 7+ ranks in Spellcraft, death attack and true death class features, ability to cast animate dead Benefit: When you slay a creature with a death attack, you can cause that creature to immediately reanimate (as if you cast animate dead on it) by making a successful Spellcraft check with a DC equal to 10 plus the creature’s HD. You do not need to have the spell prepared for this effect to occur, but you do need to either know the spell or have it scribed into your spellbook (for arcane casters) or have it on your spell list (for divine casters) and be high enough level to cast it. Undead created with this ability do count against the total HD of undead you are able to control, but you may control an additional 2 HD of undead with animate dead per level of assassin you possess. Necrotic Arrow Your arrows not only have the ability to destroy your foes, but they can also reanimate them as your allies. Your foes can only look on in terror as the man that was formerly their comrade-in-arms is now an undead creature attacking them! Prerequisite: Arcane Archer Level 3rd Benefit: Whenever you strike a killing blow against an enemy, once per week, you can automatically resurrect the newly dead enemy as an undead creature on that combat round. The undead creature is completely loyal to you and will follow any commands that you give it. The creature is ready to take orders the round after it is raised. The type of creature that you can raise depends on your level of arcane archer. At Arcane Archer levels 3 and 4 you can raise a Medium Skeleton, at 5 and 6 you can raise a Medium Zombie, at 7 and 8 you can raise a Ghoul, and at 9 and 10 you can raise a Ghast. Spawn of the Shadows You may create ephemeral shadows which do your bidding from those you slay while in the shadows. Prerequisites: Shadowdancer level 6th Benefit: Whenever you slay an opponent while you and the opponent are within a dimly lit (or darker) area, you may create an undead shadow to serve you. This creature is created as if through a create undead spell, except it is a shadow instead of one of the normal undead that may be created with this spell, and the shadow is destroyed automatically after 1 minute per shadowdancer level has elapsed, if it has not already been destroyed. Your caster level for this effect is equal to your shadowdancer level, and you may use this ability once per day per 3 levels of shadowdancer you possess.[/spoiler] [URL=https://www.drivethrurpg.com/product/236679/Vathak-Terrors-Cured-of-Ursatur?affiliate_id=17596]Vathak Terrors: Cured of Ursataur[/URL][spoiler] [b]Anna's Forgotten:[/b] In the hills above Ursatur, a vindari doctor named Anna Schafer worked frantically to find a cure for the Plague of Shadows. From the city’s poorest corphans to members of ancient noble houses, everyone approached Doctor Schafer for treatment. Some blame her for the deaths of many poor bhriota and romni children as she tried experimental treatments, while others choose to focus on the children she saved and believe each time she failed was a personal tragedy. In either case, hundreds of children under Schafer’s care eventually died either from the Plague of Shadows or from side effects of her treatments. Although the death toll has long haunted the memories of Ina’oth, darker rumors began stirring following Doctor Schafer’s canonization as St. Anna. [b]Extergeist:[/b] During the Plague of Shadows, Inaothians tried many rituals to ward off the disease, but among the most effective was simply staying clean and washing regularly. However, even cleanliness can be dangerous in large amounts and the horrible pressure of the Plague of Shadows was not conducive to measured responses. Many who died as a result of their own attempts to avoid the plague linger as extergeists, bound to Vathak by their desire to avoid diseases that can no longer take hold in their bodiless forms. Although many extergeists applied questionable tonics or applied harsh alchemical agents to clean themselves, others simply couldn’t bring themselves to eat possibly contaminated food or suffered an accident trying to avoid the infected.[/spoiler] [URL=http://www.drivethrurpg.com/product/148088/Vathak-Terrors-Horrors-of-Halsburg?affiliate_id=17596]Vathak Terrors Horrors of Halsburg[/URL][spoiler] [b]Vaquire:[/b] In an effort to further advance the vampire race, Ivar von Houlsmann recently conducted several experiments designed to prevent vampires that were submerged in running water from being destroyed. Some of von Houlsmann’s more successful trials involved exposing his spawn to a cocktail of alchemical reagents and spells before casting them into a river: they still dissolved, but the chemical reaction preserved their undead spirits, merging them with the water that had disintegrated their bodies and devastated their minds. This result was not von Houlsmann’s ultimate objective, however, so he abandoned each of the watery undead once they were created. Thus, the first vaquires were born.[/spoiler] [URL=http://www.drivethrurpg.com/product/172275/Veranthea-Codex-Radical-Pantheon?affiliate_id=17596]Veranthea Codex Radical Pantheon[/URL][spoiler] [b]Veradardzy Unique Advanced Totenmaske:[/b] ? [b]Death's Child:[/b] The Grim Reaper has countless offspring across Veranthea, both above and below the surface of the world, but few are as large and dangerous as Death’s Child. [b]Bhrasta Unique Advanced Sayona:[/b] ? [b]Darisodhaka Unique Chosen Pale Stranger:[/b] This favored scion of the Grim Reaper was once a legendary Dragonminded that quelled the forces of the dark deities but finally lost his life in a disastrous suicidal mission during a raid on the Impossibules Clan underneath Trectoyri. Renouncing Sciemaat the Shattered with his dying breath, Darisodhaka reached out to Death and was found to be a kindred soul. Raised as a powerful gunslinger, the undead has since been the Divine Terminator’s explorer, sent to The Veil to discover what lay behind the obscured walls of the Tesseract. [b]Pattedari Unique Geist:[/b] While traveling through an abandoned Trekth enclave an entire adventuring party of leugho fell prey to ancient, powerful traps left by the progenitors. Their fractured minds and the combined potency of thousands of fragmentary souls drew Death’s attention when it coalesced as a geist and seeing the potential for such a resolute will, the Grim Reaper took it into its deific confidence. [b]Yodha Unique Giant Dread Gholdako:[/b] Once the leader of a cyclopean kingdom that reigned beneath the surface of Veranthea thousands of years in the distant past, Yodha saw the end of her peoples’ civilization with the coming of the Trekth. Sacrificing all of the souls of their slaves to Death, the giants became servants to the Grim Reaper and its primary footsoldiers in what would become the Dead Empire. [b]Cora Zlodej Unique Chosen Gaki:[/b] The goblin thief Cora Zlodej was quickly outed by her human accomplices when the Dynasty Purges came to Urethiel and among the first to be slain. Her spirit—consumed with the greed that plagued so much of her mortal life—changed into a gaki. [b]Boris the Green Avenger Lich Giant Half-Orc Sorcerer 6/Barbarian 1/Dragon Disciple 10:[/b] [b]H'Gal, Grand Lich of Proxima 3 Licj Necromancer 13:[/b] H’gal managed to finally blend artifice and magic when he created his phylactery—an arcane womb of sorts, the alterran transformed one of his species’ repurposing vats into his means of unending rebirth. From the outside this grey metal cylinder looks like a column or barrel, but the inside is scribed heavily with the runes and immaterial anchors required to draw H’gal back from the Abyss, that he may fulfill his dark purposes.[/spoiler] [URL=http://www.drivethrurpg.com/product/103386/Villainous-Pirates?affiliate_id=17596]Villainous Pirates[/URL][spoiler] [b]Poltergeist Bard 2 Old Benaz:[/b] In life, Old Benaz served as a pirate and met his demise at the end of the cat after stealing rations. Pining after his long‐suffering wife his soul rested uneasily, returning as a gruesome poltergeist.[/spoiler] [URL=http://www.drivethrurpg.com/product/92095/Villains-II?affiliate_id=17596]Villains II[/URL][spoiler] [b]Ghast Hordelings Advanced Ghoul Fighter 2/Rogue 3:[/b] ? [b]Hordeling Leader Advanced Ghoul Fighter 4/Rogue 3:[/b] ? [b]Vilran Azanae Elf Vampire Wizard 14:[/b] After two years of searching, during which his estate fell into disrepair, Vilran found what he had been searching for – a way to extend his life beyond a mortal’s span – when he discovered a vampire laired in a nearby town. Vilran tracked down the creature and struck a deal – allowing himself to be turned into a vampire. [b]Paradar Levien Human Lich Sorcerer 15:[/b] Desperate to prolong his existence in order to master his draconic heritage, he undertook the lengthy, complicated and costly ritual to transform himself into a lich. With the ritual complete, Parardar found that it had granted him unusual boons – the ability to breathe fire as his forebear and to sprout wings. [b]Caulenfel Wyrxin Human Mummy Fighter 2/Sorcerer 2/Dragon Disciple 8:[/b] Calaunfel Wyrxin exists because his spirit raged against those who murdered and entombed him amid ritual and superstition. Created by the murderous, but ultimately misdirected vengeance, of terrified peasants Calaunfel Wyrxin is obsessed with vengeance against all those who doomed him to unimaginable torments. Calaunfel was beaten, tied up and then – under the instruction of a village elder schooled as a shaman – mummified. While he yet lived, the butchers cut Calaunfel open and removed his major organs. His body was swathed in linen and buried in a shallow grave in his cave. The townsfolk toiled through the next night to seal his cave with boulders and heavy stones.[/spoiler] [URL=http://www.drivethrurpg.com/product/193326/Westbound?affiliate_id=17596]Westbound[/URL][spoiler] [b]Undead:[/b] The unburied dead are not only a vector for mundane disease, but may become hosts to undead maladies.[/spoiler] [URL=http://www.drivethrurpg.com/product/180481/Winters-Roar-Vikmordere-Bestiary?affiliate_id=17596]Winter's Roar Vikmordere Bestiary[/URL][spoiler] [b]Aptrgangr Lake:[/b] Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days. The frigid waters of Serpent Lake hold many dangers. Vikmordere legend claims a portal to the underworld lies deep beneath its surface. True warriors fear drowning here above all other deaths, for a warrior touched by the dark abyss is forever beyond the reach of the Ancestor Spirit. These cursed wretches become lake aptrgangr, driven only by a desire to draw others into the deep. [b]Aptrgangr Land:[/b] Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon. Vikmordere warriors loathe the dishonorable. Cruel leaders sentence cowards and traitors to torturous ritual deaths, before leaving the body for scavengers. If the restless spirit is sufficiently strong, it can permanently possess one of the creatures devouring its corpse. The foul beast becomes the receptacle for the soul, gaining the ability to reanimate the half-eaten body, crush the wills of lesser beasts, and even usurp control over the bodies of others. However, the true spirit and will of the undead lies forever within the familiar. [b]Vaettir:[/b] The bone-chilling cold of the region breeds desperation. When supplies run low, hard choices are made. These decisions can be as simple as theft or as terrible as murderous cannibalism. Those that survive carry the guilt and pain of their actions for the rest of their lives, often remaining forever silent regarding their crimes. Those that die regardless sometimes arise as vættir, forever mindlessly guarding the place where they sinned and died. [b]Vereri Stalker:[/b] Vereri stalkers are the assassins and bounty hunters created to serve powerful liches and evil witches. [b]White Wailer:[/b] When a witch is burned alive on ground that has not been properly sanctified, a white wailer can arise from her tortured screaming soul. This most often happens when an ignorant superstitious populace takes matters in their own hands, and so the unlucky witch can just as easily be good or evil. [b]Wight:[/b] Any humanoid creature that is slain by a lake aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a humanoid creature with 10 or more Hit Dice is drowned by the lake aptrgangr, they instead become a lake aptrgangr after 1d4 days. Any humanoid creature that is slain by a land aptrgangr’s energy drain becomes a wight in 1d4 rounds. If a lawful humanoid creature with 10 or more Hit Dice is killed by the land aptrgangr, they instead become a land aptrgangr after 1d4 days if the body is left for scavengers to feast upon.[/spoiler] World of Aruneus 001 Contagion Infected Human Zombies[spoiler] [b]Zombies Contagion Infected Human:[/b] These creatures are a special type of undead Humans who have been infected by the Contagion. Once a Human has been bitten by a Contagion Infected Zombie, they themselves will turn in a matter of hours or at best, days. A single bite from a Contagion Infected Zombie will infect any Human bitten. If a Human is bitten by a Contagion Infected Zombie they will die within 1d20+4 hours. Chance of transmission of the Contagion is always 100%. A successful Will save (DC 20) will add an additional 1d10 hours of life. Once dead, the victim will reanimate as a Contagion Infected Zombie in 1d4 hours. Once a Human has contracted the Contagion they cannot be healed by any normal or magical means except the Vial of Life or a Miracle or Wish (not a Limited Wish). Once a Contagion infected Human has died, they cannot be resurrected. They will always reanimate as a Standard Contagion Infected Zombie. [/spoiler] [URL=http://www.drivethrurpg.com/product/139295/World-of-Obsidian-Apocalypse-Life-After-Undeath-PFRPG?affiliate_id=17596]World of Obsidian Apocalypse: Life After Undeath[/URL][spoiler] [b]Calix Sabinus, Vampire Lord Lich:[/b] ? [b]Asi Magnor:[/b] ? [b]Riven:[/b] For a PC to become riven, he must die and his player must succeed on a level check at the moment of death. This check represents the force of will required to preserve the connection between soul and body in death. Riven call this moment “rejecting the Threshold.” Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is 25 or greater, then the character becomes riven. After the Battle of the Black Crescent, Calix Sabinus realized something curious. A few of his mortal slave soldiers should have died battling the forces of Asi Magnor, but they did not. The vampire lord quickly ascertained that they were intelligent undead—these ones called riven. The Undead Wars generated many riven. [b]Sundered:[/b] Sometimes an individual cannot reject the Threshold, but possesses too strong a will to simply dissipate into the ravaged world-aura of Abaddon. These disembodied souls are the sundered. For a PC to become sundered, she must die and her player must succeed on a level check at the moment the soul separates from body. This check represents the force of will required to preserve individuality and sanity. Sundered call this moment “the Collection.” Roll 1d20 and add the dying character’s level and Charisma modifier. If the result is less than 25, then the character dies normally. If the result is 25 or greater, then the character becomes sundered. [b]Boss Petward Mazebane, Risen Fighter 8:[/b] ? [b]Shackles Brash Shieldhart, Risen Rogue 9:[/b] ? [b]Whip Udoorin Wyvernjack, Risen Rogue 7:[/b] ? [b]Cage Cruneiros Swordhand, Risen Barbarian 8:[/b] ? [b]Eiltranna Gemviper, Sundered:[/b] ? [b]Ianven Firepeak, Risen:[/b] ? [b]Rician Swordheart, Risen:[/b] ? [b]Crulannan Tombstone, Risen:[/b] ? [b]Panrry Dragonsbane:[/b] ? [b]Zanian Tigerhelm:[/b] ? [b]Riclannan Youngsoul:[/b] ? [b]Crurry Darkbane:[/b] ? [b]Leogeon Taletreader:[/b] ? [b]Mayor Sharil Legendblood, Riven Fighter 15:[/b] ? [b]First Councilor Wielorin Fiedlorsdottir, Sundered Aristocrat 7:[/b] ? [b]Host Councilor Walry Shipsail, Sundered Fighter 6:[/b] ? [b]Guard Captain Vicgold Loyolar, Sundered Paladin 4:[/b] ? [b]Master Kevturnal Emeraldeye, Riven Wizard 7:[/b] ? [b]Mystic Marrath Outrunner, Sundered Sorcerer 5/Sundered 8:[/b] ? [b]Occluded Neristranna Shortcloak, Riven Alchemist 8:[/b] ? [b]Visionary Xanorin Dragonskin, Sundered Oracle 6:[/b] ? [b]Commander Graaver Catacomb, Riven Magus 7:[/b] ? [b]Ghost:[/b] ? [b]Lacedon:[/b] ? [/spoiler] [URL=https://www.drivethrurpg.com/product/78144/World-of-Obsidian-Twilight-PFRPG-Preview?affiliate_id=17596]World of Obsidian Twilight (PFRPG) Preview[/URL][spoiler] [b]Asi Magnor, Mummy:[/b] ? [b]Calix Sabinus, Vampire Lich:[/b] He studied, frenziedly, lost, forgotten and forbidden arts before finally empowering himself, going beyond the vampiric to also become a lich. [b]Kalbna, Ghast:[/b] ? [b]Undead:[/b] From out of the dark and forbidding heavens a great meteor, black as night itself, carved through Abaddon’s atmosphere, calved into massive sections and rained down upon the world in great shards. It obliterated cities, shattered the living rock, sent tidal waves swamping over islands and drowning the coasts, ignited volcanoes and set the ground quaking for more than a year. Over 85% of the sentient population of Abaddon was killed in moments and no sorcery, no prayer, no force of arms nor cunning with the builder’s craft could stand against the destruction. Those who survived found themselves in the ruins of civilization, surrounded by the corpses of their nations, overwhelmed by death and living beneath a soot-black sky. Their suffering did not end there. The meteor was a black, hellish thing, infused with vast amounts of necrotic energy. The survivors watched in horror as the power of the meteors fragments and its dust began to raise the dead and few of the remaining cities survived the onslaught of their own deceased. [b]Ghost:[/b] The spirits released during the cataclysm were scared, confused, barely sentient, an outpouring of pain and suffering that would lash out at anything that came close to them, little more than necromantic energy themselves, free and wild to animate the dead. In the years since the cataclysm however, the character of the dead has changed. Those who die today die with hatred for the lords on their minds, with revenge and cries of freedom on their lips. The ghosts of today are the spirits of vengeance, no allies to the lords or to Calix Sabinus. Even the dead themselves are turning against the powers that be.[/spoiler] [/spoiler] Magazines[spoiler] Claw Claw Bite[spoiler] [URL=https://www.drivethrurpg.com/product/92329/Claw---Claw---Bite--Issue-18?affiliate_id=17596]Claw Claw Bite 18[/URL][spoiler] [b]Undead:[/b] Of course, if they do happen to die in the night on Pellatarrum, there is an increased chance the victim will return as an undead. Battles at night on Pellatarrum will carry greater casualties for both sides, with the increased possibility of the dead coming back as undead. Only an idiot fights the undead at night on Pellatarrum. They are stronger, do more damage, and have increased chances of turning you and your friends into abominations. [b]Ghost:[/b] On a related note, if you're caught outdoors at night, don't bang on the door asking to be let in. You won't be, because you're clearly an undead who wants to feast on the souls of those indoors. If you're still alive in the morning, they'll take you to the local church for healing, because if they take you in, and you die later that night, you might return as a ghost and blame them for your death. [b]Drelnza, Vampire Warrior Maiden:[/b] ? [b]Suffering Soul:[/b] ? [/spoiler] [/spoiler] Kobold Quarterly[spoiler] [URL=http://www.drivethrurpg.com/product/98313/Kobold-Quarterly-Magazine-20?affiliate_id=17596]Kobold Quarterly 20[/URL][spoiler] [b]Endrian's Shade, Human Ghost Paladin 5:[/b] Fifty years ago, the paladin Endrian died so far from his home plane that his gods could not find him. His soul has since wandered the planes unable to find his way to a more palatable eternity. [b]Pishtaco:[/b] The unquiet souls of conquerors who commit atrocities against native people sometimes give rise to pishtacos, undead who spirit away locals and butcher them for their organs and fat. [b]Undead:[/b] A circle of once-sacred stones has been corrupted and spawns undead from those who die nearby and corrupts benign plants into evil, aggressive flora.[/spoiler] [/spoiler] Pathways [spoiler] [URL=http://www.drivethrurpg.com/product/88913/Pathways-1?affiliate_id=17596]Pathways 1[/URL][spoiler] [b]Ziburinis:[/b] The Ziburinis is a type of skeletal undead that rises from those who die in dark forests.[/spoiler] [URL=http://www.drivethrurpg.com/product/91112/Pathways-3-PFRPG?affiliate_id=17596]Pathways 3[/URL][spoiler] [b]Kalil Tamar Human Ghost Antipaladin 16:[/b] Kalil Tamar shared the rule of the Satrapy of Ata’Tamar with his brother, Tayib the Good until insidious lies shattered the trust they shared, filling Kalil’s soul with hate and desire for vengeance. The brothers’ armies met in battle on the blood red plains of Ferr. Thousands of young men were buried under the cairns in the field. Kalil and his brother were among them. Kalil’s ghost, still burning with misplaced rage, haunts the Cairn Fields of Ferr taking out its wrath on those who seek treasures on this ancient battleground. [b]Abandoned Soldier Haunt:[/b] The dead outnumbered the living on the bloody battlefield and many corpses began to rot before they could be buried. After a week, the living abandoned the grisly task of burying their kin. Although there are hundreds of these unburied corpses, haunts manifest around only a dozen. [b]Solid Phantoms:[/b] ? [b]Cairns Without End:[/b] Over the years, many grave robbers have gotten lost in the cairn fields. The sheer horror they experienced before they felt the fingers of the undead at their throats provided sufficient negative energy to manifest as a new haunt.[/spoiler] [URL=http://www.drivethrurpg.com/product/92845/Pathways-5-PFRPG?affiliate_id=17596]Pathways 5[/URL][spoiler] [b]Dread Revenant Creature:[/b] A dread revenant is the animate remains of a sentient creature whose desire to fulfill a special goal is so powerful it allows it to return from beyond the grave. This can also happen when a powerful deity or ethos returns a dead champion from ages past, disturbing the champion’s well-earned rest, forcing the dread revenant to go on a quest that no living mortal would dare to undertake. “Dread revenant” is an acquired template that can be added to any living corporeal creature [b]Dread Revenant Roper:[/b] ? [b]Mukurokoori:[/b] Similar to zombies, mukurokoori are animated corpses brought to life in order to serve evil powers of cold and ice.[/spoiler] [URL=http://www.drivethrurpg.com/product/93623/Pathways-6-PFRPG?affiliate_id=17596]Pathways 6[/URL][spoiler] [b]Osirion Mummy:[/b] “Osirion mummy” is an acquired template that can be added to any living, corporeal creature. [i]Canopic Conversion[/i] spell. Canopic Conversion Trap Canopic Conversion School necromancy [death, evil]; Level cleric/oracle9, sorcerer/wizard 9 Casting Time 1 round Components V, S, F (four alabaster canopic jars worth 100 gp each), M (black onyx worth 100 gp per hit die of the target) Range close (25 f. + 5 f./2 levels) Target one creature Duration instantaneous Saving Throw Fortitude half; Spell Resistance yes This spell eviscerates the target, drawing forth his life essence as well as his internal organs. The target takes 1d6 hit points of damage per caster level (maximum 20d6). If this damage kills the target, the spell pulls his organs into a set of 4 canopic jars and seals them; 1d4 rounds later, the corpse revives as an undead with the Osirion mummy template. The mummy is not under your control, but the canopic jars give the bearer certain powers over it. Anyone holding one of the jars can communicate with the mummy as if they share a common language. The bearer gains the benefits of protection from evil and sanctuary, but only against that mummy. Unsealing or breaking a jar is a standard action, which dissipates its power (and protection) but lets the bearer issue a short command to the mummy, similar to a suggestion spell (Will DC 23 negates). You (and only you) may unseal all 4 jars in a 10-minute ritual to control the mummy with an effect similar to geas (Will DC 23 negates); most casters typically include a restriction that the mummy will not harm them, as unsealing the jars leaves them vulnerable. Canopic Conversion Trap CR 10 Perception DC 34; Disable Device DC 34 Effects Trigger touch Reset automatic Effect spell effect (canopic conversion, caster level 18; 18d6 damage, on death creates mummy; DC 28 Fortitude half;[/spoiler] [URL=http://www.drivethrurpg.com/product/95504/Pathways-8-PFRPG?affiliate_id=17596]Pathways 8[/URL][spoiler] [b]Dread Revenant:[/b] Dread revenants are driven by the deities of wrath and vengeance. A dread revenant rises from the grave to hunt and kill its murderer, or who in life it perceived to be its murder, for a revenant is driven by a roaring rampage of revenge, not a quest for justice. “Dread Revenant” is an acquired template that can be added to any living corporeal creature. [b]Dread Revenant Fire Giant:[/b] “The shapeshifting bastard, who had taken the form of my husband, slew me in my wedding bed. He then disguised as my chieftain and led my tribe through a trap that left them trapped between the seconds in the depths of the Obsidian Sea which lies in the lightless lands beneath Questhaven. They remain trapped there till this day. But for me there was no simple deathless sleep, trapped in time. No, my hate and grief touched Our Vicious Brother of Destruction and he sent me back for my revenge upon this nameless trickster.” Excerpt from The Tragic Tale of Sinmara Surtdottier by Qwilion of Questhaven. [i]Animate Dead Revenant[/i] spell. Animate Dread Revenant School: Necromancy [Evil]; Level: Clr 9, Sor/Wiz 9 Casting Time: 1 standard action Components: V, S, M (an onyx gem worth at least 25 gp per Hit Die of the dread revenant) Range: Touch Target: One corpse Duration: Instantaneous Saving Throw: None(see text); Spell Resistance: no You can only cast this spell on the corpse of one creature that has been slain by another living creature; it animates gaining the dread revenant creature template. If the subject's soul is not willing to return (it has no desire for vengeance), the spell does not work; therefore, a subject that wants to return receives no saving throw. The living creature that killed the dread revenant is the subject of its reason to hate special ability. Until that creature has been slain you cannot cast this spell again.[/spoiler] [URL=http://www.drivethrurpg.com/product/102794/Pathways-16-PFRPG?affiliate_id=17596]Pathways 16[/URL][spoiler] [b] Balor Lord Gahlgax Atarrith:[/b] Orcus personally gifted him with vampirism after Gahlgax slew a rival balor that sought (foolishly) to supplant the Prince of the Undead. In truth, the now long-forgotten balor did nothing of the sort, Gahlgax manipulated and miss-reported his rival’s actions so that it appeared he sought to steal Orcus’ famed wand. Slaying the balor, he then (humbly) presented his evidence to Orcus. Orcus, in rare good mood after torturing and dismembering a particularly obnoxious and strident paladin-hero, drank deeply of Gahlgax’s blood to create the unholy abomination that now serves him. Gahlgax has been blessed by his patron with the powers of undeath and has all the standard undead immunities in addition to those enjoyed by normal demons. [b]Gravenknight Marilith Antipaladin 2 Sword of Orcus:[/b] ? [b]Spectral Tarantella:[/b] The souls of the two prostitutes Madam Matilda murdered during the dance haunt this room. [b]Mek'Madius Human Lich Wizard 15:[/b] The Obelisk Order arrived at the projected impact location of the Shard of the Sun, faced one another and began the most powerful spell ever cast by mortals. Just as the Shard of the Sun appeared overhead, Mek’Madius sacrificed his nine apprentices and began a powerful spell of his own. The Obelisk Order was unable to stop him as their ritualistic arcane protection spell required they stay focused only on the Shard of the Sun. Mek’Madius focused the soul energy into a powerful absorption spell, attempting to siphon off a portion of the magical and radiant energy from the Shard. But Mek’Madius’s evil and selfish acts came with a price; as a fragment of the Shard of the Sun broke off and tumbled toward the earth, Mek’Madius’s very soul was drawn into the fragment. Mek’Madius’s selfishness and reckless abuse of power had transformed him into an undead creature, permanently bound to the fragment, destined to experience his living death in utter isolation. Mek’Madius’s phylactery is not one he made by choice. Mek’Madius was reckless and utilized souls to engage his absorption spell, which in turn channeled energy through his own soul. At the same time as he completed his energy absorption, the Obelisk Order repelled the Sun Shard from impacting the planet, causing fragments to break off. One of the largest fragments reflected the energy absorption back into Mek’Madius, pulling his soul out of his body. His soul was sucked into the sky and slammed into the fragment as it plummeted toward the earth. Mek’Madius had been transformed into a lich, and the fragment of the Shard of the Sun his phylactery. The entire event was a complete mistake, but he soon would come to see this curse as a blessing in disguise.[/spoiler] [URL=http://www.drivethrurpg.com/product/105523/Pathways-18-PFRPG?affiliate_id=17596]Pathways 18[/URL][spoiler] [b]Ghoul:[/b] Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result. [b]Ghast:[/b] Necrotic Fever (Ex) Bite—injury; save Fort DC 19; onset 1 day; frequency 1 day; effect 1d4 Con damage; cure 2 consecutive saves. A victim who dies of a necrowurm's necrotic fever transforms into a ghoul 10 minutes after death (a creature with 4 or more Hit Dice becomes a ghast). To the living, the most frightening aspect of the necrowurm is the disease it carries, a necrotic fever more virulent than ghoul fever, but with the same eventual result.[/spoiler] [URL=http://www.drivethrurpg.com/product/106485/Pathways-19-PFRPG?affiliate_id=17596]Pathways 19[/URL][spoiler] [b]Witchfire Creature:[/b] The fell powers of undeath rejoice when an exceptionally vile female monstrosity dies (especially hags and witches), transforming these wicked crones into incorporeal undead known as witchfires. “Witchfire” is an acquired template that can be added to any living, intelligent, female creature. [b]Mabyn The Burning Silence:[/b] ? [b]Black Shuck:[/b] It was many centuries ago that Black Shuck came to our world, brought on the tides of the Ancestor People of the Vikmordere. The tales of his origins are as lost as the beast itself, which wanders the land of the living, bringing only fear and death to the countryside. [/spoiler] [URL=http://www.drivethrurpg.com/product/107784/Pathways-20-PFRPG?affiliate_id=17596]Pathways 20[/URL][spoiler] [b]Iron Lich:[/b] Some creatures, in order to gain power and immortality, exchange their mortal flesh for a complex mechanical apparatus that sustains their existence. Its soul-powered furnace powers its intricate system of pumps and pistons granting it mobility and massive strength. Only the iron lich’s skull, floating inside its metallic hood, betrays its mortal origins, and announces its fell nature. “Iron Lich” is an acquired template that can be added to any living creature capable of creating the required mechanical body, or to any standard lich. [b]Soultill Iron Lich Human Sorcerer 7 Harrower 7:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/109795/Pathways-22-PFRPG?affiliate_id=17596]Pathways 22[/URL][spoiler] [b]Screaming C:[/b] Sometimes, when a gifted bard or other performer dies a sudden, unjust death, she creates a note of pure anguish that outlives her and seeks to inflict the pain of her demise on others. [b]Poltergeist:[/b] The rock fall is old – few use this trail – but as fate would have it, the fall did crush and kill a small group of lost travellers. Most of them were killed instantly, but an unlucky few survived the initial rock fall and were buried alive. These unlucky few died slowly of suffocation, unquenchable thirst or from slow blood loss from their shattered bodies. Of these, two had a maniacal, almost unshakeable grip on life, and death could not wholly claim them. A few days after their death, these two rose again as poltergeists and have lurked in the rock fall’s vicinity ever since. [/spoiler] [URL=http://www.drivethrurpg.com/product/110806/Pathways-23-PFRPG?affiliate_id=17596]Pathways 23[/URL][spoiler] [b]Scorched Skeleton:[/b] Mek’Madius created this spell in an attempt to make a type of minor lich that was powered by the Fragment of the Sun Shard. They would be powerful, but not so powerful that he couldn’t control them. He wanted to create a new race of underlings, as the Aquamia was reticent to join him, and his shard-blessed creatures are not on his par intellectually. He wanted them to be able to think and reason like he did. Try as he might, he failed, leaving a trail of dead bodies in his wake. These bodies were taken and thrown into the cave system below the hideout and left to rot. He began trying the spell with non-mages, hoping that a warrior would spawn as a lich and could be taught. This failed as well. While Mek’Madius didn’t achieve his goal, he did create something new. What he accomplished was the creation of quasi-intelligent undead that could remember some of their previous life, but not everything. These new creatures remember some of their training and some of the skills that they learned while they were alive, but their deeper memories, such as their name, the place they were born, or who their families are, are completely wiped away. [i]Curse of the Scorched Mind[/i] spell. [b]Undead:[/b] A character suffering from the curse Death’s Disrespect has made the terrible mistake of speaking too soon the name of one who has recently died--a terrible sign of disrespect. The curse manifests via the body or spirit of the dead returning as an undead and attacking the victim of the curse. Curse of the Scorched Mind School Necromancy (evil); Level Sorcerer/Wizard 7 Casting Time 10 minutes Components V, S, M (Fragment of the Sun Shard) Range Touch Target One living creature touched Duration Instantaneous Saving Throw Fortitude partial; Will negates (see text); Spell Resistance No This spell takes a small piece of the Sun Shard Fragment’s power and transfers it through Mek’Madius and into his target, killing the target unless it succeeds on a DC 23 Fortitude save. A successful save means the target still takes 7d6 of fire damage. A failed Fortitude save means that the target must then make a DC 23 Will save, or else its soul is trapped in its body as a pseudo-intelligent undead. This spell functions like animate dead, except that it creates an advanced type of burning skeleton called a scorched skeleton. [/spoiler] [URL=http://www.drivethrurpg.com/product/115288/Pathways-27-PFRPG?affiliate_id=17596]Pathways 27[/URL][spoiler] [b]Unrotten Grott:[/b] The ogre Grott belonged to one of the Sisters of Black Ice until the crag linnorm Ponddraxithoss slew it, and the negative energies infusing the northlands brought the ogre’s body back to unlife as a frozen corpse creature.[/spoiler] [URL=http://www.drivethrurpg.com/product/116307/Pathways-28-PFRPG?affiliate_id=17596]Pathways 28[/URL][spoiler] [b]Lostling:[/b] Lostlings are the pitiful corpses of disoriented individuals who died in the wilderlands from starvation, accident, or madness. “Lostling” is an acquired template that can be added to any corporeal creature. Any creature killed by a lostling, including those that die as an indirect result of its aura of disorientation, rises as a lostling in 1d4 days. If a lostling creature is CR 11 or higher this changes to 1d4 rounds. [/spoiler] [URL=http://www.drivethrurpg.com/product/119886/Pathways-31-PFRPG?affiliate_id=17596]Pathways 31[/URL][spoiler] [b]Red Jester Creature:[/b] Red jester creatures are the undying remnants of court jesters who were executed by their ruler, but beware: humans are not the only race to employ fools. Some legends tell that Orcus, Demon Prince of the Undead creates them to serve as his court fools, though he often takes them out once he grows bored with them. “Red Jester” is an acquired template that can be added to any creature with an Intelligence of 13 or higher and the ability to draw cards from a deck of many things. [b]The Court Fool of Orcus:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/123375/Pathways-33-PFRPG?affiliate_id=17596]Pathways 33[/URL][spoiler] [b]Gnoll Bloody Skeleton Corpse Companion:[/b] ? [b]Zombie Gnoll:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/125248/Pathways-34-PFRPG?affiliate_id=17596]Pathways 34[/URL][spoiler] [b]Myvainir Sehiatier Skeletal Champion Elf Wizard 3/Cleric 3/Mystic Theurge 4:[/b] A depraved lover of death, Myvainir Sehiatier was executed by his elven brethren for certain abominable practises. Returned to unlife by his faithful, undying servants he now stalks the world wreaking his revenge on all those with elven blood he encounters. Not all Myvainir's work was destroyed when he was executed, though. A few of his trusted, sentient servants survived. Following his exacting instructions they set about returning their master to unlife.[/spoiler] [URL=http://www.drivethrurpg.com/product/129268/Pathways-38-PFRPG?affiliate_id=17596]Pathways 38[/URL][spoiler] [b]Dread Banshee Creature:[/b] Like a normal banshee, a dread banshee is the enraged spirit of a female creature who either betrayed those she loved or was herself betrayed. “Dread banshee” is an acquired template that can be added to any living, intelligent female creature. [b]Rhysslra the Releaser Dread Banshee Serpentfolk:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/130677/Pathways-39-PFRPG?affiliate_id=17596]Pathways 39[/URL][spoiler] [b]Arlon Ghast Wizard 5:[/b] He fell foul to the depraved minions of a necromancer. [b]Ghoul:[/b] A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of Arlon's ghoul fever rises as a ghoul at the next midnight. A slain humanoid of 4 or more Hit Dice rises as a ghast.[/spoiler] [URL=http://www.drivethrurpg.com/product/138319/Pathways-43-PFRPG?affiliate_id=17596]Pathways 43[/URL][spoiler] [b]Dread Crucifixion Spirit Creature:[/b] Like normal crucifixion spirits, dread crucifixion spirits are the ghostly remains of living beings executed through crucifixion. Their souls or spirits having not entirely departed the Material Plane, have risen to seek vengeance on the living, particularly on clerics or other divine spellcasters whom they blame for forsaking them and allowing them to die in such ghastly manners. “Dread crucifixion spirit” is an acquired template that can be added to any living creature whose body could be subject to crucifixion (for example one could not crucify a gibbering mouther). [b]Malaki the Martyr Dread Crucifixion Spirit Advanced Gargoyle:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/155649/Pathways-51-PFRPG?affiliate_id=17596]Pathways 51[/URL][spoiler] [b]Skeleton:[/b] Bonewarped Eternity disease. Bonewarped Eternity Type disease, contact; Save Fortitude DC 14 Track physical; Frequency 1/day Latency noncontagious Resistance none Virulence range 10 ft., exposure 1 minute, interval 1 hour, duration 1 day Effect No latent/carrier state. Even if the disease is removed with remove disease, the condition does not improve without greater restoration or heal. Animals, humanoids and monstrous humanoids that die from the disease are animated as skeletons contaminated with the disease. Effect (core) 1d6 Con damage that cannot be healed until the disease is cured; upon death, animals, humanoids and monstrous humanoids become skeletons contaminated with the disease Cure magic only If there were a prize given for most visually disturbing plague, then bonewarped eternity would be in the running to win. This supernatural nastiness is spread only through contact with bodily fluids, but is so virulent that it quickly contaminates the environment of its victims. The physical effects of the disease begin immediately upon infection, wracking the victim with pain as their bones slowly ripple and deform. Tiny spurs begin to jut randomly from the victim’s entire skeletal system, eventually covering the body in a series of weeping wounds. By the time of death, the victim is little more than a deformed wreck covered in blood and bony spikes. Minutes later, the flesh of the victim begins to rapidly putrefy and the malformed, now-undead skeleton tears its way out of the body to spread contagion and malevolence.[/spoiler] [URL=http://www.drivethrurpg.com/product/168127/Pathways-54-PFRPG?affiliate_id=17596]Pathways 54[/URL][spoiler] [b]Dread Phantom Armor Creature:[/b] Dread Phantom Armor arises only from the corpse of a trusted ally who murders his comrades in a sudden betrayal; the armor also must have been a gift from his former allies. “Dread Phantom Armor” is an acquired template that can be added to any creature that can wear armor (including barding). This usually means it is corporeal and has a humanoid or equine figure of some kind, though this is not always the case. [b]Hollow the Hallow:[/b] ?[/spoiler] [URL=http://www.drivethrurpg.com/product/172354/Pathways-55-PFRPG?affiliate_id=17596]Pathways 55[/URL][spoiler] [b]Menacing Gloom:[/b] ? [b]Persistent Shadow:[/b] ? [b]Clinging Shadow:[/b] ? [b]Unnatural Darkness:[/b] ? [b]Shadow Swarm:[/b] ? [b]Flickering Dark:[/b] ? [b]Something Else Is Here:[/b] ? [b]I Told You Something Else Was Here:[/b] ? [b]Clawing Shadows:[/b] ? [b]Stairwell Haunt:[/b] ? [b]Mallir Halswain Ghast Investigator 4:[/b] Finally, he allowed himself to contract the disease, locked himself in his room forbidding his servants to enter, tied himself to his bed, died, and arose as a ghast. [b]Ghoul:[/b] A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of Mallir Halswain's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast.[/spoiler] [URL=http://www.drivethrurpg.com/product/177423/Pathways-56-PFRPG?affiliate_id=17596]Pathways 56[/URL][spoiler] [b]Dread Sayona Creature:[/b] Stories of their origins claim that the first was a vain woman who grew old and whose lover left her for a younger paramour; the woman avenged herself by bathing in the blood of her lover’s children, then killed herself. Cursed by the gods for such a vile act, dread sayona now wander the world crying tears of blood and preying on beautiful young creatures—slaying them, stealing their beauty, and transforming them into ghastly undead fiends to forever share the dread sayona’s fate. “Dread Sayona” is an acquired template that can be added to any creature with an Intelligence score of 3 or greater. [b]Llorona Dread Sayona Scorpionfolk:[/b] ? [b]Dread Ghoul:[/b] When a dread sayona kills a creature with its absorb blood or blood drain ability, the victim rises 24 hours later as a dread ghoul with the blood drain ability. A protection from evil or gentle repose spell cast on the corpse prevents this.[/spoiler] [URL=http://www.drivethrurpg.com/product/208550/Pathways-64Music-PFRPG?affiliate_id=17596]Pathways 64[/URL][spoiler] [b]Maestrolich:[/b] While some creatures seek the state of lichdom to extend their own existence, some move to reach a state of powerful undeath purely for their art. These crazed seekers of some dread truth wish to understand death and undeath, not to extend their own power, or to gain years of time to research, or to seek wealth, but as the only way to truly understand those horrors well enough to create art that expresses the true nature of these fell powers. While this is most often the case with evil bards and skalds, anyone willing to sacrifice everything for their art has the dedication, or more accurately, the obsession, to continue to make more and more dreadful art, until they woo undeath itself, and accept that unholy condition’s embrace … in the name of music and art. The quest to become a maestrolich is a lengthy one. While construction of a masterwork piece of music that perfectly exemplifies the idea of undeath is a critical component, a prospective maestrolich must also learn the secrets of the arts that most appeal to the dead. What music and form can be drawn forth from the agony and death rattles of the tortured and dying? What noises can move even the undead, and the gods and the demons that rule over them? The exact methods for each master artist’s transformation are left to the GM’s discretion, but should involve expenditures of tens of thousands of gold pieces, numerous deadly artist explorations, and a large number of difficult skill checks over the course of months, years, or decades. Maestrolich is an acquired template that can be added to any living creature, provided it can create the required masterwork of undeath-defining art. [b]Asmevath Deathdrum:[/b] ?[/spoiler] [/spoiler] Wayfinder[spoiler] [URL=http://paizo.com/products/btpy8ypc?Wayfinder-2]Wayfinder 2[/URL][spoiler] [b]Rusalka:[/b] The Witch Queen of Irrisen demands a lifetime of service from every subject. Even those who die unnaturally remain in Irrisen for the length of a natural lifetime, thanks to her profane laws. The rusalka embody the most tragic elements of these undead: spirits of young women who die heartbroken or murdered by their lovers, now compelled into horrific service. Through magic, nature, or fate, the bodies of Irrisen’s murdered lovers inevitably find their ways into nearby waterways, and birth a rusalka. [b]Grave Guard:[/b] Created by clerics worshiping deities with the Death domain. A cleric of at least 12th level can use create undead to construct a grave guard, choosing the weapons that the guard wields for the rest of its existence.[/spoiler] [URL=http://paizo.com/products/btpy8ype?Wayfinder-4]Wayfinder 4[/URL][spoiler] [b]Taotaomona:[/b] “Taotaomona” is an acquired template that is added to any living creature that died defending their communities or family and has a Charisma score of at least 6. [b]Anufat Human Taotaomona Savage Barbarian 9:[/b] Eventually, he did fall in combat, the last warrior standing against an attack by a rival tribe. Though his body had failed him, his spirit lifted itself from his corpse and continued to fight on. [/spoiler] [URL=http://paizo.com/products/btpy8ypf?Wayfinder-5]Wayfinder 5[/URL][spoiler] [b]Obour:[/b] Most obours are the remnants of evil humanoids who in life sought to emulate the feeding habits of vampires. [b]Ustrel:[/b] The ustrel was an undead infant who had died before receiving baptism. If a stillborn child sired by a vampire is not burned or buried in consecrated ground, they sometimes return from the grave as an ustrel—an undead infant with a vampire’s craving for blood. [b]Varkolak:[/b] The varkolak (or vorkolak) formed from the soul of an outlaw who died in the wilderness, and whose corpse was eaten by crows or wolves. A creature of Shoanti legend, a varkolak sometimes forms when a Shoanti warrior dies alone in the wilderness after betraying his quah through murder or treachery. [b]Vampire:[/b] After they rise from the grave, a vampire spirit will haunt a community for 40 nights. After 40 nights, the obour returns to the soil where it regenerates its original physical form. The next night, its transformation complete, the creature rises from the grave as a true, free-willed vampire. [/spoiler] [URL=http://paizo.com/products/btpy8ypg?Wayfinder-6]Wayfinder 6[/URL][spoiler] [b]Frost Giant Skeleton:[/b] ? [b]Einherjar:[/b] Einherjar (“lone warriors”) are the honored dead of the Ulfen, many former Linnorm Kings, who were restored to a semblance of life following their arrival at Valenhall. “Einherjar” is an acquired template that can be added to any living, corporeal humanoid. [b]No Life King:[/b] No Life Kings are the remains of ancient and powerful warriors who were no longer challenged by their typical opponents. These warriors became so fixated upon reaching martial perfection in their lives, they left civilization to train and fight monsters of legend. When such warriors are denied their death in battle, and die due to starvation, hypothermia, dehydration or disease, their souls are anchored to their bodies. [/spoiler] [URL=http://paizo.com/products/btpy8yph?Wayfinder-7]Wayfinder 7[/URL][spoiler] [b]Charnel Pit:[/b] Charnel pits rise from the spirits of the dead at sites of terrible slaughter or mass graves, in particular at battlefields where the still living were interred with the newly dead. At Castle Scarwall, a charnel pit formed within the courtyard where a legion of orcs was destroyed by the undead raised by Mandraivus’s curse. The skeletal defenders of the castle erupted from the courtyard beneath the legion and dragged them under the ground to die in agony. [b]Scarwall Guard:[/b] The skeletal remains of Kazavon’s elite minotaur guards, the Scarwall guards arose in the aftermath of Mandraivus’s curse. [b]Undead:[/b] At 20th level, the bone witch completes her transformation into a creature of unlife. She turns into an animate skeleton and gains the undead type.[/spoiler] [URL=http://paizo.com/products/btpy90n1?Wayfinder-8]Wayfinder 8[/URL][spoiler] [b]Paul Malaise Lacedon Urban Ranger 3:[/b] ? [b]Doomed Derelict:[/b] Some pirate crews are so vile that when their reign of terror finally meets its end, the vessel on which they sail absorbs the souls of the crew and travels the seas as a doomed derelict. The malevolent energy powering the derelict will even raise a sunken vessel from the depths. Crew members who have proven themselves especially terrible in life remain on board the ship as undead mockeries of their former selves. [b]Ghoul:[/b] A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of Paul Malaise's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Draugr:[/b] Any humanoid slain by a doomed derelict becomes a draugr. [/spoiler] [URL=http://paizo.com/products/btpy91vf?Wayfinder-9]Wayfinder 9 [/URL][spoiler] [b]Kryskith Vilbyss Zombie Lord Noble Drow Magus 2/Cleric 2:[/b] Haagenti, demon lord of alchemy and transformation, chose to raise Kryskith as a zombie lord. [b]Fellclaw Fleshwarped Elven Zombie Lord:[/b] ? [b]Ghoul Bloated Devourer:[/b] In rare circumstances, a newly arisen ghoul gorges itself on tainted flesh, especially the corpses of other ghouls, resulting in a terrible transformation. The alchemist-necromancers of the ghoul kingdom of Nemret Noktoria studied this phenomenon and, with experimentation and practice, learned how to feed ghouls necrotic flesh and alchemical concoctions, forcing them to mutate into a stronger but dumber breed of ghoul to serve as workers, soldiers, and walking reservoirs of negative energy. [b]Ghoul Gaunt Ascetic:[/b] Few ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. But among those rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an answer to the very nature of the consuming darkness that animates all undead beings. [b]Skinshroud:[/b] A skinshroud with a sharp instrument can spend four hours flaying a dead body and use its own black blood as a necromantic catalyst to create another skinshroud. The drow experiment with black blood at a location, deep in Orv, called Bloodforge. One of their grisly experiments became the first skinshroud, but they are now self-replicating. [b]Ghoul:[/b] A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [b]Ghoul Ghast:[/b] A humanoid who dies of a devourer ghoul's ghoul fever rises as a ghoul at the next midnight. A humanoid of 4 Hit Dice or more rises as a ghast. [/spoiler] [URL=http://paizo.com/products/btpy97u8?Wayfinder-10]Wayfinder 10[/URL][spoiler] [b]Desert Fury:[/b] At the heart of a desert fury is the animated remains of the last poor soul of a doomed caravan. [b]Mummy Pesh:[/b] Learning the arts of mummification and reanimation from an Osirioni necromancer compatriot, the leader of the cult of Hastur in Katapesh created these odd variants to guard the cult’s properties and sow chaos and woe among the populace at the appointed time to herald the arrival of the King in Yellow. Pesh mummies are created through a long, complicated procedure during which all the body’s internal organs are removed and the internal cavities lined with pesh. The body is then wrapped with linens soaked in pesh whey, and smoked with burning pesh to preserve the body. The creator then finishes the ritual with a create undead spell. [/spoiler] [URL=http://paizo.com/products/btpy97u6?Wayfinder-11]Wayfinder 11[/URL][spoiler] [b]Coin Wraith:[/b] Coin wraiths are the unquiet spirits of individuals whose hearts were consumed by avarice. Those who covet personal wealth or attempt to steal it—bandits, bankers, grasping nobles, misers, profiteers, thieves and despots—all have the potential to become coin wraiths following their deaths. Followers of Abadar, Besmara, Gyronna, Shax, and Mammon are often cursed with this existence for failure to show proper devotion. [b]Contra-Legem Devourer:[/b] ? [b]Contra-Legem Creature:[/b] A Contra-Legem creature is an intelligent undead who in life made a deal with the powers of hell for its soul but, by accident or design, became an undead and escaped. Hell doesn’t let go of its prizes easily, instead infusing the new undead with power and a sense of loyalty. It serves Hell on the material plane, gaining more infernal powers but losing some of its free will. “Contra-Legem Creature” is an acquired template that can be added to any intelligent undead. [b]Segruchen, the Fallen King:[/b] Segruchen the Iron Gargoyle was called the King of the Barrowood. His reign of cruelty inspired fear in the hearts of those who dared live near the wood’s dreaded boughs. But one day, an upstart paladin named Iomedae dismembered Segruchen’s wings, during an amazing aerial battle, leaving a crater where he fell. Iomedae finished off the maimed Segruchen, and his lifeblood spilled into the earth. Centuries later, evil stirred within that crater. His hatred and the last of his lifeblood infused his undying vengeance into the earth, and the stone twisted itself into a crumbling statue of his former self, oozing gouts of blood from the stumps of his wings. [b]Thespis:[/b] When a dedicated performing artist is unable to complete his masterpiece due to an untimely demise, his soul sometimes becomes so frustrated by the unfulfilled ambition that it manifests as a malevolent spirit known as a thespis. [b]Thespis Haunt:[/b] Thespi that dwell in the same theater for over 5 years can bond with the stage, becoming a thespis haunt. [/spoiler] [URL=http://paizo.com/products/btpy9e71?Wayfinder-12]Wayfinder 12[/URL][spoiler] [b]Hapuseneb Ghoul Cleric 6:[/b] Hapuseneb perished near an outcropping of magical lazurite and rose as a wretched ghoul. [b]Ravening Jackal:[/b] Life is harsh in the desert, even for scavengers and opportunistic hunters like jackals. Though they feast on the remains of creatures killed by other predators or the environment, sometimes these pickings are scarce and starvation ensues. Occasionally, the jackal-headed god Set takes note of these deaths and takes pleasure in using the bodies of his rival Anubis’ sacred animals for his own ends. The god infuses them with the souls of lowly cultists who disappointed him in life, giving them another chance to serve him in the forms of ravening jackals. [b]Sphinx Reborn:[/b] They derive from particularly cruel gynosphinxes that spend a lifetime asking fiendishly difficult riddles and devouring all those that they deem too witless. As a gynosphinx’s lair becomes littered with the bones of travelers, so too does it fill with the misery of 1,000 riddles that had no answer. When the sphinx at last meets its end, this misery manifests itself in a wave of negative energy that reanimates its corpse. [/spoiler] [URL=http://paizo.com/products/btpy9e73?Wayfinder-13]Wayfinder 13[/URL][spoiler] [b]Infested Ghoul:[/b] A creature killed by Constitution damage from an infested ghoul’s spore cloud rises as an infested ghoul over a period of 24 hours. [b]Zeldana Locnave Changeling Ghost Witch 8:[/b] Zeldana returned to find only corpses and a terrible curse devouring Henric’s soul. Being a powerful witch, she called on her patron to slow the artifact’s evil influence. She then created a locket to preserve his spirit, a life echo amulet, but she was too late. His soul retreated into the inn’s stone walls. In a fit of despair, Zeldana donned the amulet herself then took her own life to be with her husband in death. [b]Alchemical Dreadnought:[/b] The first alchemical dreadnoughts were accidentally created from mass graves on battlefields where horrific alchemical weapons were used. [b]Aridnyk:[/b] When a healer of considerable power and selflessness dies from exposure to negative energy, there is a minute chance the healer’s soul will cling to this world as an aridnyk. Born from the spirit’s regrets and unfinished duties, aridnyks crave above all else to heal the injured, cure the sick, and bolster the weak. [b]Nachzehrer:[/b] Legend states they arise from the bodies of those who die from an accident or sickness with great regrets in their hearts. [/spoiler] [URL=http://paizo.com/products/btpy9mrb?Wayfinder-14]Wayfinder 14[/URL][spoiler] [b]Disemboweled Prophet:[/b] Troll soothsayers practice a grisly form of divination: reading their own constantly regenerating entrails. Trollish regeneration is powerful, but it is no guarantee against death. Still, the trolls who conduct such auguries sometimes possess a strength of will that animates them even after they have fallen prey to accident, illness, old age, starvation, magical backlash, or a competitor’s curse. The augur’s thirst for information that’s drawn from the hidden forces of the world transforms them into undead abominations. [b]Grim Harvester:[/b] Grim harvesters are the degenerate successors of a long-forgotten order dedicated to the preservation of knowledge in ancient Azlant. Turning to foul necromantic rituals, these abominable creatures not only managed to survive the extinction of their own civilization, but also found a way to preserve the memories of exceptional individuals by turning them into undead. [/spoiler] [URL=http://paizo.com/products/btpy9mr8?Wayfinder-15]Wayfinder 15[/URL][spoiler] [b]Ferrywight:[/b] When a humanoid drowns while desperately trying to cross a body of water, it might rise again as a ferrywight. [b]Hearth Wraith:[/b] Hearth wraiths are born from the souls of dying travelers longing for home who have felt the touch of unholy fire. [b]River Wraith:[/b] Regardless of the reason, some sacrifices to Hanspur are not consumed in the ritual. They are instead transformed into river wraiths. Through a mysterious process known only to Hanspur, they are bound to become the Sellen River’s protectors and sworn avengers against those who seek to block its flow. “River wraith” is an acquired template that can be added to any living, corporeal creature. [b]Foambristles River Wraith Boar:[/b] ? [b]Wight:[/b] Any humanoid creature that is slain by a ferrywight becomes a wight in 1d4 rounds. [/spoiler] [/spoiler] [/spoiler] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Undead Origins
Top